DESIGNRESEARCHSLAM. ENABLING ACTIVE LEARNING AMONG DESIGN STUDENTS
U. Lagger
15:15
BRANDY, A GAME DEVELOPED BY 10 EUROPEAN UNIVERSITIES TO TEACH BRANDING: MEASURING MARKETING AND INTERCULTURAL LEARNING, ENGAGEMENT AND LEARNING STYLES WITH STUDENTS FROM 4 EUROPEAN COUNTRIES
S. Emad, F. Suay Perez
15:45
A BLUEPRINT FOR A NOVEL INTERDISCIPLINARY AND INTERNATIONAL GAME-DEVELOPMENT BASED LEARNING APPROACH IN STEM EDUCATION: DESIGN, INTEGRATION, AND CHALLENGES
C. Sperrfechter, N. Ondrusch
16:00
STUDENTS' ATTITUDES, PERCEPTIONS AND INTENTIONS TO LEARN WITH DIFFERENT TYPES OF SERIOUS GAMES AND SERIOUS GAMES FOR OPIOID EDUCATION
C. Anyinam, S. Coffey
16:15
CAN ONE SIMULATE THE ENTIRE ENTREPRENEURIAL PROCESS IN A PHYSICAL CLASSROOM - LEARNINGS FROM DEPLOYMENT OF AN EDUCATIONAL BOARD GAME ESHIP: NAVIGATING UNCERTAINTY AT A MASTERS LEVEL ENTREPRENEURSHIP COURSE
R.V. Basaiawmoit
16:30
A GAMIFIED COURSE FOR TEACHERS TO GAMIFY THEIR TEACHING
S. Arkün Kocadere, Ş. Çağlar Özhan, J. Marti-Parreño