Proceedings of the Second International Conference on Technological Ecosystems for Enhancing Multiculturality 2014
DOI: 10.1145/2669711.2669899
|View full text |Cite
|
Sign up to set email alerts
|

Exploring the impact game-based learning has on classroom environment and student engagement within an engineering product design class

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
17
0

Year Published

2016
2016
2024
2024

Publication Types

Select...
6
2
1

Relationship

0
9

Authors

Journals

citations
Cited by 13 publications
(17 citation statements)
references
References 18 publications
0
17
0
Order By: Relevance
“…These games have been found effective in awareness raising e.g. in disaster awareness [10] and computer security [13], the teachers found the latter also recommendable, but the impact of physical games seems to have mixed results [3].…”
Section: The Context and Design Of The Escape Roommentioning
confidence: 99%
“…These games have been found effective in awareness raising e.g. in disaster awareness [10] and computer security [13], the teachers found the latter also recommendable, but the impact of physical games seems to have mixed results [3].…”
Section: The Context and Design Of The Escape Roommentioning
confidence: 99%
“…According to Bodnar and Clark (2014), game-based learning can influence learners to the transfer of learning and may lead to a more positive classroom environment and student experience.…”
Section: Gamification and Game Based Learningmentioning
confidence: 99%
“…Bodnar and Clark put game-based learning into practice in undergraduate engineering classrooms and obtained very positive results [5]. Ohira et al incorporated gamification into seminars and found that students' motivation to speak better and debate was markedly improved [6].…”
Section: Introductionmentioning
confidence: 99%