Teaching and learning physics using 3D virtual learning environment: A case study of combined virtual reality and virtual laboratory in secondary school

D Bogusevschi, C Muntean… - Journal of Computers in …, 2020 - learntechlib.org
A common problem in many schools is the lack of equipment and materials in their science
laboratories due to both limited budget available to the school and high maintenance cost of …

Game-based learning: Enhancing student experience, knowledge gain, and usability in higher education programming courses

D Zhao, CH Muntean, AE Chis… - IEEE Transactions …, 2022 - ieeexplore.ieee.org
Contributions: This article presents a large-scale study which investigates students' reaction
to game-based learning as part of programming courses. The study focuses on knowledge …

Investigating flipped classroom and problem-based learning in a programming module for computing conversion course

AE Chis, AN Moldovan, L Murphy, P Pathak… - Journal of Educational …, 2018 - JSTOR
This research paper investigates the effectiveness of combined Flipped Classroom (FC) and
Problem-based Learning (PBL) teaching approach in a computer programming module …

Assessing the effectiveness of using fab lab-based learning in schools on K–12 students' attitude toward STEAM

MA Togou, C Lorenzo, G Cornetta… - IEEE Transactions on …, 2020 - ieeexplore.ieee.org
Contribution: The NEWTON fabrication laboratory (Fab Lab) Education Initiative assesses
the effectiveness of Fab Lab-based learning on K-12 students' attitude toward learning …

Learner attitude, educational background, and gender influence on knowledge gain in a serious games-enhanced programming course

D Zhao, CH Muntean, AE Chis… - IEEE Transactions on …, 2021 - ieeexplore.ieee.org
Contribution: This research study deploys three serious games with various topics in an
entry-level C Programming module and investigates students' learning outcomes. The study …

A large-scale pilot study on game-based learning and blended learning methodologies in undergraduate programming courses

D Zhao, A Chis, GM Muntean… - Edulearn18 …, 2018 - library.iated.org
Nowadays, science and technology only not penetrate into every aspect of human being's
daily life, but also deeply influence the global economy and hence define every country's …

Final frontier game: A case study on learner experience

N El Mawas, I Tal, AN Moldovan… - CSEDU-10th …, 2018 - hal.science
Teachers are facing many difficulties when trying to improve the motivation, engagement,
and learning outcomes of students in Science, Technology, Engineering, and Mathematics …

A literature review for non-player character existence in educational game

AA Yunanto, D Herumurti, S Rochimah… - Cyber Physical, Computer …, 2021 - Springer
Educational games have a critical role in children not only for entertainment but also for
education. Unfortunately, they are not accessible, although educational games can improve …

Fabrication-as-a-service: A web-based solution for STEM education using internet of things

G Cornetta, A Touhafi, MA Togou… - IEEE Internet of Things …, 2019 - ieeexplore.ieee.org
Recently, fabrication laboratories (Fab Labs) have been shown to have a great impact on
learners' academic and personal progress. As a result, an increasing effort is being put to …

DQAMLearn: Device and QoE-aware adaptive multimedia mobile learning framework

AN Moldovan, CH Muntean - IEEE Transactions on …, 2020 - ieeexplore.ieee.org
With the proliferation of mobile devices and online video services, mobile learning has
grown both in popularity and complexity. New challenges include the multitude of mobile …