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Displaying (1 - 16 of 16)
Book smarts vs street smarts : do business schools value business experience?
4PEG: A Structured Rating System for Games for Learning
Practical gamification
Death to Deadlines: A 21st-Century Look at the Use of Deadlines and Late Penalties in Programming Assignments
Gene Rummy: A Card Game About Mendelian Genetics
The Invention of Good Games: Understanding Learning Design in Commercial Videogames
Measuring the Effectiveness of Visual Narrative Illustrations for Learning Pathophysiology Concepts
Implementing Reigeluth’s Paradigm
Socialization and the Construction of a Professional Identity among Public Relations Students in the United Arab Emirates
Transforming failure from a foe into a friend
Professional Identity Construction and Socialization among Public Relations Students in United Arab Emirates
Gamifying an M.Ed. Course: A Post-Mortem
Gamifying the Classroom: Pros and Cons
Topics and tools in the introductory computer science curriculum
Selection Criteria for Using Commercial Off the Shelf Games (COTS) for Learning
Simulation in Social Work: Creativity of Students and Faculty during COVID-19