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Design sprint in classroom: exploring new active learning tools for project-based learning approach
16 references·0 citing·45 second hop
Design sprint in classroom: exploring new active learning tools for project-based learning approach (2019)Design sprint in classroom: exploring new…Gamification in software engineering education: A systematic mapping (2018)Gamification in software engi…A systematic review of research on the flipped learning method in engineering education (2017)A systematic review of resear…Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days (2016)Sprint: How to Solve Big Prob…Flipped Learning: Gateway to Student Engagement (2015)Flipped Learning: Gateway to …Gamification in software engineering – A systematic mapping (2014)Gamification in software engi…This is Service Design Thinking: Basics – Tools – Cases (2012)This is Service Design Thinki…Project-Based Learning: Differentiating Instruction for the 21st Century (2012)Project-Based Learning: Diffe…Design thinking – a new mental model of value innovation (2010)Design thinking – a new menta…Project-Based Learning in Post-Secondary Education – Theory, Practice and Rubber Sling Shots (2006)Project-Based Learning in Pos…Procedures for Performing Systematic Reviews (2004)Procedures for Performing Sys…The Information-Age Mindset: Changes in Students and Implications for Higher Education (2000)The Information-Age Mindset: …A REVIEW OF RESEARCH ON PROJECT-BASED LEARNING (2000)A REVIEW OF RESEARCH ON PROJE…Project-based learning using information technology (1999)Project-based learning using …Real-life problem solving: A collaborative approach to interdisciplinary learning. (1997)Real-life problem solving: A …Motivating Project-Based Learning: Sustaining the Doing, Supporting the Learning (1991)Motivating Project-Based Lear…The society for research into higher education (1988)The society for research into…From game design elements to gamefulness (2011)A systematic literature review of empirical evidence on computer games and serious games (2012)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)How to design gamification? A method for engineering gamified software (2017)The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education (2018)The effect of challenge-based gamification on learning: An experiment in the context of statistics education (2020)The Reflective Practitioner: How Professionals Think in Action (1985)Situated Cognition and the Culture of Learning (1989)Motivational and self-regulated learning components of classroom academic performance. 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References

  • 2004Procedures for Performing Systematic Reviews5,198 cited
  • 1991Motivating Project-Based Learning: Sustaining the Doing, Supporting the Learning3,592 cited
  • 2000A REVIEW OF RESEARCH ON PROJECT-BASED LEARNING2,286 cited
  • 2006Project-Based Learning in Post-Secondary Education – Theory, Practice and Rubber Sling Shots847 cited
  • 2012This is Service Design Thinking: Basics – Tools – Cases798 cited
  • 2017A systematic review of research on the flipped learning method in engineering education581 cited
  • 2016Sprint: How to Solve Big Problems and Test New Ideas in Just Five Days498 cited
  • 2015Flipped Learning: Gateway to Student Engagement460 cited
  • 2000The Information-Age Mindset: Changes in Students and Implications for Higher Education401 cited
  • 2014Gamification in software engineering – A systematic mapping387 cited
  • 1997Real-life problem solving: A collaborative approach to interdisciplinary learning.329 cited
  • 1999Project-based learning using information technology325 cited
  • 2012Project-Based Learning: Differentiating Instruction for the 21st Century247 cited
  • 2018Gamification in software engineering education: A systematic mapping225 cited
  • 1988The society for research into higher education

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  • 2010Design thinking – a new mental model of value innovation138 cited
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