4 results

Student Belonging Good Practice Guide

Report
Garden, C., Watchman Smith, N., Naughton, C., Skelton, F., Calabrese, P., Hunter, L., …Azam, F. (2024)
Student Belonging Good Practice Guide. RAISE Network (Researching, Advancing & Inspiring Student Engagement
This Good Practice Guide offers a toolkit and a conversation starter for anyone working in higher education (HE) who is thinking about embarking on a student belonging project...

Gamification for student engagement: a framework

Journal Article
Rivera, E. S., & Garden, C. L. P. (2021)
Gamification for student engagement: a framework. Journal of Further and Higher Education, 45(7), 999-1012. https://doi.org/10.1080/0309877x.2021.1875201
Gamification, the application of game elements to non-game situations, has gained traction in education as a mechanism for improving motivation and/or learning outcomes. Altho...

Theory and Games: Developing a method for gamifying Higher Education

Conference Proceeding
Rivera, E. S., & Garden, C. L. P. (2018)
Theory and Games: Developing a method for gamifying Higher Education. In EDULEARN18 Proceedings
Gamification, the use of game attributes in non-game context, is used in the private sector as well as education[1]. Research into Gamified Learning (GL) often focuses on case...

Constructing Active Learning Experiences

Presentation / Conference
Garden, C., & Ennis, L. (2018, January)
Constructing Active Learning Experiences. Presented at ALIEN (Active Learning In Edinburgh Napier) Staff Conference, Edinburgh Napier University, Craiglockhart Campus
There are many methods for stimulating Active Learning in the Higher Education classroom. Active Learning occurs when higher-order thinking is invoked during learning events, ...