Senior Lecturer, Teaching Fellow
Garden, C., & Ennis, L. (2018, January). Constructing Active Learning Experiences. Presented at ALIEN (Active Learning In Edinburgh Napier) Staff Conference, Edinburgh Napier University, Craiglockhart Campus
There are many methods for stimulating Active Learning in the Higher Education classroom. Active Learning occurs when higher-order thinking is invoked during learning events, ...
Hanna, B., Fiona, C., & Elaine, M. (2014). Enabling creative professional conversations around academic leadership through dialogue. Educational developments, 10-12
No abstract available.
Chalmers, C., Cook, B., Foxcroft, G. R., & Hunter, R. H. F. (1989). Luteinizing hormone response to an oestradiol challenge in 5 intersex pigs possessing ovotestes. Reproduction, 87(2), 455-461. doi:10.1530/jrf.0.0870455
After challenge with oestradiol benzoate, the mean maximum LH concentration in 5 XX intersex pigs possessing ovarian and testicular tissue, or only testicular tissue, was 2\m=...
Scottish Funding Council
The project will produce recommendations for the application of gamification to the training product, informed by the company context, with a design led by the latest academic research in gamification...
Garden, C., & Rivera, E. (2018). Putting theory into practice: gamification for student engagement. In EDULEARN18 Proceedings, (4563-4570). https://doi.org/10.21125/edulearn.2018.1138
Gamification is the use of game design elements in a non-game contexts . It is an intervention that has been used in a business setting for a number of years and is now bec...
Rivera, E. S., & Garden, C. L. P. (2018). Theory and Games: Developing a method for gamifying Higher Education. In EDULEARN18 Proceedings
Gamification, the use of game attributes in non-game context, is used in the private sector as well as education. Research into Gamified Learning (GL) often focuses on case...