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Gamification and Serious Games are progressively being used over a host of fields, particularly to support education. Such games provide a new way to engage students with content and can complement more traditional approaches to learning.…
Project-based learning (PBL) is a student-centered and learn-by-doing approach that organizes learning around projects. While entrepreneurship and PBL in SE education are thrilling research topics, there seems to be very little work…
Obtaining knowledge and skill achievement through peer learning can lead to higher academic achievement. However, peer learning implementation is not just about putting students together and hoping for the best. At its worst-designed, peer…
Students are taught several models of conductivity, both at the introductory and the advanced level. From early macroscopic models of current flow in circuits, through the discussion of microscopic particle descriptions of electrons flowing…
Novice programmers often struggle with problem solving due to the high cognitive loads they face. Furthermore, many introductory programming courses do not explicitly teach it, assuming that problem solving skills are acquired along the…
EBI is a further education establishment which provides education in applied industrial biology at level of MSc engineering degree. Fluid mechanics at EBI was considered by students as difficult who seemed somewhat unmotivated. In order to…
This paper presents a game based on storytelling, in which the players are faced with ethical dilemmas related to software engineering specific issues. The players' choices have consequences on how the story unfolds and could lead to…
The use of educational games for pedagogical practice can provide new conceptions of teaching-learning in an interactive environment stimulating the acquisition of new knowledge. The so-called serious games are focused on the goal of…
Instructors in introductory physics courses often use labs and demonstrations to reinforce that the physics equations introduced in lectures and textbooks describe what actually happens in the real world. The surface features and…
Drawing appropriate diagrams is a useful problem solving heuristic that can transform a problem into a representation that is easier to exploit for solving the problem. A major focus while helping introductory physics students learn problem…
In this small scale study we demonstrate how a gamified teaching setup can be used effectively to support student learning in a quantum mechanics course. The quantum mechanics games were research games, which were played during lectures and…
Students of visualization come to formal education with an abundance of personal experience. However, one's exposure to graphics through media and education may not be sufficiently diverse to appreciate the nuance and complexity required to…
Gamification of quantum theory can provide new inroads into the subject: by allowing users to experience simulated worlds that manifest obvious quantum behaviors they can potentially build intuition for quantum phenomena. The Qubit Factory…
Programming is about automation in a wide variety of domains. Developing itself is one of those. As a side-effect, progress in automated coding may make people less willing to learn computer programming. This could become an issue, if the…
This paper introduces a collection of board games specifically chosen to serve as a basis for programming exercises. We examine the attractiveness of board games in this context as well as features that make a particular game a good…
Students often have difficulty in understanding qualitatively the behaviour of simple electric circuits. In particular, as different studies have shown, they find multiple batteries connected in multiple loops difficult to analyse. In a…
Helping students become proficient problem solvers is a major goal of many physics courses from introductory to advanced levels. In fact, physics has often been used by cognitive scientists to investigate the differences between the…
With the interactivity and multiple representation features, computer simulations lend itself to the guided inquiry learning. However, these simulations are usually designed for post-elementary students. Thus, the aim of this study is to…
Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics. However, these strategies need further validation to verify their effectiveness in e-learning environments. The…
The ability to develop, use, and refine models of experimental systems is a nationally recognized learning outcome for undergraduate physics lab courses. However, no assessments of students' model-based reasoning exist for upper-division…