Abstract:The information era puts higher requirements on current students’ learning methods to develop 21st-century skills. Project-based learning (PBL) and gamified learning have been two effective learning approaches, leading to an innovative exploration of combining both to improve learning outcomes. This study presents a systematic review of the literature published on “gamified PBL” (GPBL) over the past six years, focusing on GPBL approaches, learning outcomes, technical tools and theories. The results show that t… Show more
“…Chikurteva, A et al explore the role of communication technologies in PBL and the benefits and problems of implementing PBL and propose a conceptual model of a PBL platform in education [7]. Huang, WD et al review the literature on "gamified PBL" (GPBL), which combines project-based learning and gamified learning, focusing on GPBL methodology, learning outcomes, technological tools, and theories [8]. Saad A et al review the literature related to project-based learning (PBL) and computational thinking (CT) and find a lack of methodological guidance for implementing PBL-CT, identifying several common factors for the PBL-CT framework or models [9].…”
Section: What Is the Current Status Of Domestic And International Res...mentioning
With the development of society, all countries are gradually realizing the importance of cultivating high-quality and innovative talents, and project-based learning (PBL) is getting more and more widespread attention from scholars. Project-based learning, often based on inquiry, provides students with opportunities to combine theory and practice, independent practice and cooperative communication, and is a crucial way to develop students' core literacy in this day and age. The current research on projectbased learning involves a number of fields, and there is a lack of systematic review of project-based learning at home and abroad in China. Therefore, this study examines the current research status of project-based learning at home and abroad in the form of a literature review by sorting out the current research status of project-based learning from three aspects: model methodology, application practice, and effect evaluation.
“…Chikurteva, A et al explore the role of communication technologies in PBL and the benefits and problems of implementing PBL and propose a conceptual model of a PBL platform in education [7]. Huang, WD et al review the literature on "gamified PBL" (GPBL), which combines project-based learning and gamified learning, focusing on GPBL methodology, learning outcomes, technological tools, and theories [8]. Saad A et al review the literature related to project-based learning (PBL) and computational thinking (CT) and find a lack of methodological guidance for implementing PBL-CT, identifying several common factors for the PBL-CT framework or models [9].…”
Section: What Is the Current Status Of Domestic And International Res...mentioning
With the development of society, all countries are gradually realizing the importance of cultivating high-quality and innovative talents, and project-based learning (PBL) is getting more and more widespread attention from scholars. Project-based learning, often based on inquiry, provides students with opportunities to combine theory and practice, independent practice and cooperative communication, and is a crucial way to develop students' core literacy in this day and age. The current research on projectbased learning involves a number of fields, and there is a lack of systematic review of project-based learning at home and abroad in China. Therefore, this study examines the current research status of project-based learning at home and abroad in the form of a literature review by sorting out the current research status of project-based learning from three aspects: model methodology, application practice, and effect evaluation.
“…Using a qualitative approach to investigate the students' learning experience by creating a Computer Support Collaborative Learning Environment (Perales, 2022), it was found that such an environment can enhance the students' learning experience. Collaborative initiatives, support for each other, and group projects can enhance the social learning experience among students (Zhang, et al, 2023). A supportive learning environment offers an opportunity to learn from each other's learning experiences.…”
This study investigated the impact of classroom climate on students' engagement, self-efficacy and learning experience. Using a quantitative research design, the data was collected from diverse participants in public sector colleges in Sindh, Pakistan. The study employed path analysis to test the hypotheses developed based on literature to assess the causal relationship between classroom climate and the selected critical variables. The Social Cognitive Theory was employed to assess the causal relationship. The path analysis revealed that all three hypotheses were supported. The statistical results of the research show the positive impact of a supportive classroom climate on students' engagement, self-efficacy and learning experience. The results of this research align with the theoretical framework based on Bnadura's social cognitive theory, which emphasises the reciprocal impact between social factors and personal development. The findings offer practical implications for teacher policymakers to uplift educational practices. This study identified classroom climate's significant and vital role in harnessing students' engagement, self-efficacy and learning experience. The results offer the foundation for future research.
“…A lo anterior se suma que las aulas del siglo XXI se están transformando lentamente en pequeños grupos colaborativos que están pasando de un aprendizaje pasivo a entornos de aprendizaje basados en proyectos (Kokotsaki et al, 2016;Helle et al, 2006), utilizando la robótica como un intento de motivar, involucrar y aumentar la retención y el interés de los estudiantes (Cappelleri y Vitoroulis, 2013). El ABP se ha implementado en el aprendizaje de la robótica a nivel superior desde hace varios años (Valls, 2022;Walter y Spath, 2015;Cabre et al, 2013;Quidway, 2011;Price et al, 2010;Varner, 1998) y hace referencia a un modelo de aprendizaje que se organiza en torno a proyectos (Huang et al, 2022), que fomenta la práctica y la relación del conocimiento con la vida diaria (Brin y Shypilova, 2022), contribuyendo a un aprendizaje significativo y profundo (Kızkapan y Bektaş, 2017).…”
Los avances tecnológicos y la irrupción de la Industria 4.0, implica que los ingenieros en mecatrónica adquieran las competencias de egreso necesarias para adaptarse a un mundo de transformación digital y cada vez más automatizado, incluyendo potencialmente aquellas que ayuden en el diseño, manufactura, monitoreo y control de robots, a través de la adquisición y análisis de datos. En el desarrollo de estas competencias, existen herramientas de importancia que ayudan al proceso de aprendizaje de robótica básica, que incluyen el diseño asistido por computadora (CAD), Arduino y manufactura aditiva a través de la impresión 3D, además de la importancia de los conceptos de electrónica, mecánica y programación. El objetivo de esta investigación es recopilar los proyectos terminales generados por alumnos de ingeniería en mecatrónica de primer semestre de la Universidad Estatal de Sonora – Unidad Académica Hermosillo, a partir de un taller práctico extracurricular enfocado a robótica básica. La metodología de trabajo se fundamentó en el ABP (Aprendizaje Basado en Proyectos). Los resultados obtenidos fueron la creación de robots autónomos que avaden obstáculos, robots seguidores de trayectorias establecidas (seguidores de líneas) y robots comandados a distancia, todos ellos utilizaron Arduino y fueron personalizados mediante diseño CAD y manufacturados con impresión 3D.
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