NotesFAQContact Us
Collection
Advanced
Search Tips
Publication Date
In 20252
Since 202412
Since 2021 (last 5 years)50
Laws, Policies, & Programs
Indian Child Welfare Act 19781
What Works Clearinghouse Rating
Showing 1 to 15 of 50 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Stewart, Nicole K.; Smith, Richard – Communication Teacher, 2023
Courses: Communication Theory, Information Society, Digital Cultures. Objectives: Students will demonstrate an ability to use mobile technologies, understand gaming cultures, and explore how everyday gaming connects to mobile issues.
Descriptors: Video Games, Electronic Learning, Distance Education, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Cheng-Tai Li; Huei-Tse Hou – Journal of Science Education and Technology, 2024
The COVID-19 pandemic has drawn the attention of educators to the blended learning model. This study developed a remote blended game-based learning activity that integrates digital game--based learning (DGBL) and blended learning (including online synchronous and asynchronous learning). This method emphasizes that in the online synchronous…
Descriptors: Distance Education, Blended Learning, Game Based Learning, Asynchronous Communication
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Duygu Gur; Yalin Kilic Turel – Turkish Online Journal of Distance Education, 2025
Different variables such as motivation, achievement, and engagement have been investigated in studies on gamification in the field of educational technologies. However, the obtained results differ, which emphasizes the need for studies based on concrete findings related to current trends and needs. In this study, we aim to reveal current research…
Descriptors: Educational Research, Gamification, Learner Engagement, Student Motivation
Peer reviewed Peer reviewed
Direct linkDirect link
Guanzheng Chen; Yuying Fan – International Journal of Distance Education Technologies, 2025
Language delay impacts children's social development. Game-based teaching has shown promise in enhancing language skills, however, the effectiveness of digital game-based teaching for children with language delay remains underexplored. This study, focusing on Chinese kindergarten students, investigated the impact of digital game-based teaching…
Descriptors: Computer Games, Game Based Learning, Language Acquisition, Developmental Delays
Peer reviewed Peer reviewed
Direct linkDirect link
Yoolim Kim; Vita V. Kogan; Cong Zhang – Applied Linguistics, 2024
Gamification of behavioral experiments has been applied successfully to research in a number of disciplines, including linguistics. We believe that these methods have been underutilized in applied linguistics, in particular second-language acquisition research. The incorporation of games and gaming elements (gamification) in behavioral experiments…
Descriptors: Gamification, Game Based Learning, Data Collection, Citizen Participation
Peer reviewed Peer reviewed
Direct linkDirect link
Tauber, Amanda L.; Levonis, Stephan M.; Schweiker, Stephanie S. – Journal of Chemical Education, 2022
This study explores the design and delivery of two gamified, virtual laboratories, created to replace or compliment the compulsory third-semester university chemistry laboratories. Due to the COVID-19 pandemic, laboratory experiments needed to be adapted to suit both on- and off-campus students. Here, we include detailed guidelines on how to…
Descriptors: Game Based Learning, Distance Education, Science Laboratories, Student Experience
Peer reviewed Peer reviewed
Direct linkDirect link
Chen, Xufeng – Education and Information Technologies, 2023
The educational process increasingly shifts towards the use of digital technologies every year. The change refers to all forms of education, namely primary, secondary, and higher. Hence, the possibility of interaction between higher and primary schools in the new conditions is of interest nowadays. The research paper aimed to assess the effect of…
Descriptors: Technology Uses in Education, Creative Thinking, Elementary School Students, Preservice Teachers
Peer reviewed Peer reviewed
Direct linkDirect link
Ong, Jonathan Sing Huat; Mohan, Prasanth Rajan; Han, Jia Yi; Chew, Jia Ying; Fung, Fun Man – Journal of Chemical Education, 2021
In light of the COVID-19 pandemic, the transition from traditional face-to-face lectures to online learning, as well as the adoption of technology-enabled active learning in the classroom, has been accelerated. Here, we introduce the use of Telegram as a technological tool to support remote learning by helping students identify gaps in their…
Descriptors: Computer Assisted Testing, Computer Mediated Communication, Chemistry, COVID-19
Peer reviewed Peer reviewed
Direct linkDirect link
Nesterowicz, Krzysztof; Bayramova, Ulkar; Fereshtehnejad, Seyed-Mohammad; Scarlat, Ana; Ash, Anthony; Augustyn, Anna Maria; Szádeczky, Tamás – International Journal of Information and Communication Technology Education, 2022
Massive open online courses (MOOCs) aim at unlimited participation and open access via the web. There are concerns about the actual value of such courses. This is predominantly due to higher dropout rates. According to studies, only 7-13% go on to complete these courses. The high dropout rate in MOOCs is a challenge for education providers. This…
Descriptors: Game Based Learning, Online Courses, Dropout Rate, Dropout Prevention
DeMers, Michael N. – Geography Teacher, 2023
Recent emergency online learning, forced upon students around the globe as a result of COVID-19, has exposed many challenges to both learner and instructor in the online learning environment (Schultz and DeMers 2020). Among these numerous challenges is that of insufficient time management skills and learner motivation (Rouse 2013). While young…
Descriptors: Game Based Learning, Gamification, Student Motivation, Learner Engagement
Peer reviewed Peer reviewed
Direct linkDirect link
Rolando B. Magat – Journal of Information Technology Education: Innovations in Practice, 2023
Aim/Purpose: The study examined how the developed mobile courseware can be used as instructional material to improve senior high school statistics and probability learning, particularly during distance learning caused by the COVID-19 pandemic. The study also aims to assess the gamified mobile courseware's engagement, functionality, aesthetics, and…
Descriptors: Gamification, Statistics Education, Probability, Electronic Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Mauricio E. Reyes; Ricardo Cruz; Ivan Meza – Interactive Learning Environments, 2024
In this work, we study the feeling of membership in undergraduate students who interact with their higher education institution through a virtual environment. We explore the "Centro de Investigaciones en Diseño Industrial" (CIDI) case, in which a virtual environment was built using the Roblox platform to enhance the online experience…
Descriptors: Foreign Countries, Undergraduate Students, Distance Education, Electronic Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Senocak, Dilek; Büyük, Köksal; Bozkurt, Aras – Online Learning, 2021
Gamification, which is defined as the use of game design elements in non-game contexts, is put forward as a solution to low motivation and is suggested for the creation of a sustainable learning ecology in open and distance learning (ODL). The overall purpose of the present study was to examine the distribution of the Hexad gamification user types…
Descriptors: Game Based Learning, Open Education, Distance Education, Games
Peer reviewed Peer reviewed
Direct linkDirect link
Squire, Nikki – Technology, Knowledge and Learning, 2023
Digital game-based learning (DGBL) is becoming a prominent innovative approach used in higher education to gamify the learning experience. Research studies using DGBL as a framework for game design has shown promising results in increasing student engagement, motivation, interaction, satisfaction, and most of all, learning outcomes among…
Descriptors: Undergraduate Students, Game Based Learning, Audience Response Systems, Distance Education
Peer reviewed Peer reviewed
Direct linkDirect link
Orit Avidov-Ungar; Merav Hayak – Journal of Information Technology Education: Research, 2023
Aim/Purpose: The current research examined the use of digital games in the fully online learning context imposed by lockdowns in response to the COVID-19 pandemic. In particular, we sought to understand the contribution that digital games made to teacher educators and how they used digital games in their remotely delivered courses. Background:…
Descriptors: Computer Games, Electronic Learning, COVID-19, Pandemics
Previous Page | Next Page »
Pages: 1  |  2  |  3  |  4