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There is general agreement that creativity and innovation are desirable traits in the toolbox of 21\textsuperscript{st} century engineers, as well as in the future workforce in general. However, there is a dearth of exemplars, pedagogical…
Teachers' response to the real-time needs of diverse learners in the classroom is important for each learner's success. Teachers who give differentiated instruction (DI) provide pertinent support to each student and acknowledge their…
There is a major lack of diversity in engineering, technology, and computing subjects in higher education. The resulting underrepresentation of some population groups contributes largely to gender and ethnicity pay gaps and social…
Students' curiosity often seems nearly nonexistent in a lecture setting; we discuss a variety of possible reasons for this, but it is the instructor who typically poses questions while only a few students, usually the better ones, respond.…
Keeping students engaged with the course content outside the classroom is a challenging task. Since learning during undergraduate years occurs not only as student engagement in class, but also during out of class activities, we need to…
Computing devices such as laptops, tablets and mobile phones have become part of our daily lives. End users increasingly know more and more information about these devices. Further, more technically savvy end users know how such devices are…
Pen computing tools such as Tablet PC, Tablet Monitors and its various supporting software tool offer another dimension to enhance our today's digitally integrated and connected classroom learning environment. This paper first reviews the…
Promoting exercise and promoting fun in sport and activity is a common goal of schools. However, children and adolescents do not exercise enough, which can favor a number of chronic illnesses. Exercise and sports often require coordination…
School classrooms are equipped with more and more mobile devices. However, the latest studies show that their use by teachers is still very limited because of a lack of resources and applications adapted to use these artifacts in education.…
For undergraduate students of computing, learning to solve complex practical problems in a team is an essential skill for their future careers. This skill is needed in various fields, such as in cybersecurity and IT governance. Tabletop…
Engagement in educational games, a recently popular academic topic, has been shown to increase learning performance, as well as a number of attitudinal factors, such as intrinsic interest and motivation. However, there is a lack of research…
The large number of reasonably priced computers, Internet broadband connectivity and rich education content has created a global phenomenon by which information and communication technology (ICT) has used to remodel education. E-learning…
Educational videos are widely used across various instructional models in higher education to support flexible and self-paced learning. However, student engagement with these videos varies significantly depending on how they are designed.…
This article proposes and discusses qualitatively the use of a didactic board game in Science Education for high school students. The game contemplates in an interdisciplinary way the areas of Physics, Biology, Chemistry and Astronomy and…
Recently, introducing computer science and educational robots in compulsory education has received increasing attention. However, the use of screens in classrooms is often met with resistance, especially in primary school. To address this…
The teaching innovation project SpaceRaceEdu: development of an educational multiplayer video game for self-study and self-assessment has been carried out under the INNOVA call of the Autonomous University of Madrid during the 2022-2023…
Education sector is adopting new technologies for both teaching and learning pedagogy. Augmented Reality (AR) is a new technology that can be used in the educational pedagogy to enhance the engagement with students. Students interact with…
The purpose of this work is to explore a teaching methodology aimed at communicating topics and subjects not typically studied and analyzed in the (Italian) secondary school. We focused specifically on the use of videogames as a…
Accessibility education has been rarely incorporated into the high school curricula. This is a missed opportunity to equip next-generation software designers and decision-makers with knowledge, awareness, and empathy regarding accessibility…
This article describes an exemplary robot exercise which was conducted in a class for mechatronics students. The goal of this exercise was to engage students in scientific thinking and reasoning, activities which do not always play an…