Category Archives: Research Grants

Lessons for Higher Education from the COVID-19 Transition to Online Teaching and Learning

Background COVID-19 forced schools and universities to deploy distance learning solutions in order to reach the approximately 1.5 billion students affected worldwide (UNESCO-A, 2002). In the Philippines, face-to-face classes were suspended following the proclamation placing the entire Luzon under enhanced … Continue reading

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Xiphias: Using A Multi-Dimensional Approach Towards Creating Meaningful-Gamification-Based Badge Mechanics

Background One of the early definitions of Gamification in the context of Education is the addition of game-like elements and mechanics to a learning process (Deterding et. al, 2011). This early definition had been carried out by teachers through incorporating … Continue reading

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For People and Planet: Gamified Tutorials for Middle School on Sustainable Development

Background The urgent call for everyone to do something to mitigate climate change has been made by different groups, especially in the face of imminent hazards. Climate action, however, is not only the responsibility of particular sectors but also extends … Continue reading

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Nurturing Interest in STEM Among Filipino Learners Using Minecraft

Executive Summary The goal of this project is to make use of Minecraft to cultivate interest in Science, Technology, Engineering, and Mathematics among Filipino students. It leverages on Minecraft, specifically the project “What-If Hypothetical Implementations in Minecraft”(WHIMC) from the University … Continue reading

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Continuing Analysis of Student and Faculty Behavior within Canvas and Moodle (2022)

Project Summary The COVID-19 crisis has forced the Ateneo to shift from face-to-face education delivery to online learning. The new virtual campus is hosted on two learning management systems (LMSs), Canvas and Moodle. Both of these LMSs have transaction logs … Continue reading

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