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Muhammad Zulfadhli Zulkefly; Fauzi Mohamed Yusof – Malaysian Online Journal of Educational Sciences, 2025
This study aims to evaluate the impact of Circumference Board gamification on the achievement of second-form students in the topic of circles at two schools in Putrajaya, Malaysia. The study involved 60 students, with 30 students from each school (15 male and 15 female) selected using random stratified sampling. A quasi-experimental design was…
Descriptors: Gamification, Mathematics Instruction, Game Based Learning, Geometric Concepts
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Ramli, Izzat Syahir Mohd; Maat, Siti Mistima; Khalid, Fariza – Cypriot Journal of Educational Sciences, 2022
Game-based learning has received increasing attention in recent years as it could help improve pupils' motivation, self-efficacy, and achievement. Technological innovations like learning analytics (LA) and GBL offer pedagogical support for teachers. GBL could significantly support pupils' learning as a learning approach compared to conventional…
Descriptors: Game Based Learning, Learning Analytics, Elementary School Mathematics, Cognitive Processes
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Sanzana, Mirza Rayana; Abdulrazic, Mostafa Osama Mostafa; Wong, Jing Ying; Ng, Kher Hui; Ghazy, Shams – Journal of Applied Research in Higher Education, 2022
Purpose: This paper presents an educational virtual reality (VR) game and experiments with different methods of including it into the teaching process. The purpose of this research study is to discover if immersive VR games can be used as an effective pedagogical tool if blended with traditional lectures by assisting learning gain, memory and…
Descriptors: Lecture Method, Computer Simulation, Game Based Learning, College Students
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Abdul Ghani, Mohammad Taufiq; Hamzah, Mahizer; Wan Daud, Wan Ab Aziz; Muhamad Romli, Taj Rijal – Contemporary Educational Technology, 2022
In the 21st century, the advancement of technology has changed how people, especially the younger generation communicate and socialise with each other, as well as how they learn, acquire and process information. Therefore, this study aims to explore the impact on the employment of digital game-based learning in Arabic class at the tertiary level.…
Descriptors: Handheld Devices, Video Games, Semitic Languages, Second Language Learning
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Ismail, Mohamad Izwan; Aazmi, Shafiq; Nazamuddin, Aisyah; Joseph, Stefanie Natasha Rich Anak; Hamid, Syahrul Bariah Abdul; Abdullah, Bahiyah; Daud, Suzanna – Asian Journal of University Education, 2022
Changes in antenatal gut microbiota (GM) have been associated with gestational diabetes and obesity which are influenced by diet and lifestyle. Gamification can be used as an interactive health education tool to convey this concept to the public. Thus, we designed an interactive story titled 'MoM: Microbiome of Maternity' highlighting the…
Descriptors: Curriculum Development, Curriculum Implementation, Role Playing, Game Based Learning
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Mufidah Firzanah Mihat – Journal of Science and Mathematics Education in Southeast Asia, 2024
The digital era's technological transformation has a wide range of beneficial effects on the science learning process. Game-based learning (GBL) is the use of game design ideas to learn about some topic while pupils are striving to do their best in the process. This study was carried out with the help of Educaplay apps ("Identify Me…
Descriptors: Science Education, Computer Software, Grade 4, Elementary School Students
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Norlia Mat Norwani; Zuriadah Ismail; Rohaila Yusof; Nastasya Athira Mohd Nasir; Anis Suriati Ahmad – Journal of Education and Learning (EduLearn), 2025
Employers often perceive accounting graduates as lacking motivation and soft skills. The research proposes that game-based learning (GBL) will enhance students' motivation, teamwork, critical thinking, communication skills, and promote learning. Research instruments include academic motivation scale (AMS) utilized to measure motivation, skills…
Descriptors: Accounting, Business Education, Game Based Learning, Soft Skills
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Mohammad Najib Mohammed Naaim; Mageswary Karpudewan – Chemistry Education Research and Practice, 2024
The COVID-19 pandemic has significantly impacted students' motivation for learning. As students return to schools in the post-pandemic era, their motivation for learning continues to deteriorate due to challenges in adapting to the new educational norms. This study aimed to enhance the motivation of secondary school students towards learning…
Descriptors: STEM Education, Science Education, Game Based Learning, Chemistry
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Priya Darshini Gunalan; Zainun Mustafa – Journal of Science and Mathematics Education in Southeast Asia, 2023
This study aims to develop and test the BioXpedia Board Game (BXBG) prototype for teaching Cell Division in Biology. This research was based on the ADDIE model, a sample of 80 was chosen randomly among the Biology pre-service teachers from a local university. Based on the responses of the preliminary studies and literature reviews, a prototype was…
Descriptors: Foreign Countries, Preservice Teacher Education, Preservice Teachers, Biology
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Osman, Kamisah; Lay, Ah Nam – Interactive Learning Environments, 2022
Given that science and technology innovations are increasingly becoming important in the global economy market in the twenty-first century, many countries around the world put greater emphasis on producing students who have mastered knowledge of chemistry and who possess twenty-first century skills. However, chemistry is perceived as a difficult…
Descriptors: Educational Technology, 21st Century Skills, Skill Development, Knowledge Level
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Theresa A/P Stanley Lourdes Benedict – Journal of Chemical Education, 2023
This research will use the self-developed Periodic Table of Ladder board game as a formative evaluation using the 5E learning model. The board game is like the snake and ladder game. In the 5E model, the board game is the formative assessment part of the evaluation phase. The formative assessment is a group of questions set in the question cards.…
Descriptors: Educational Games, Chemistry, Science Instruction, Formative Evaluation
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Hamden Hamid, Shamsurya; Zulkiply, Norehan; Mohamad, Fitri Suraya – Asian Journal of University Education, 2022
The present study examined the effects of the non-digital game-based instructional method and the cognitive level of questions in determining students' achievement in mathematics, particularly in Isometric Transformation. The study used a quasi-experimental design and involved 116 participants (i.e., form two students) from two local secondary…
Descriptors: Game Based Learning, Outcomes of Education, Teaching Methods, Mathematics Instruction
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Selamat, Aslam Izah; Ngalim, Siti Manisah – Accounting Education, 2022
This paper highlights the need for a gamification approach in supporting the teaching and learning process of fundamental financial accounting at Universiti Putra Malaysia. It briefly reviews the already available gamification approaches from the literature, and addresses important issues in efficiently delivering the gamification exercise as part…
Descriptors: Accounting, Teaching Methods, Educational Games, Business Administration
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Tan Huey Shyh; Hew Soon Hin; Tan Heidi Yeen Ju – Malaysian Journal of Learning and Instruction, 2025
Purpose: Media and Information Literacy (MIL) education plays a crucial role in combating misinformation and disinformation in the digital era. This study explores an innovative pedagogical approach by integrating Experiential Learning Theory (ELT) into non-digital game-based learning to bridge gaps in MIL knowledge and skills among Malaysian…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, Second Language Instruction
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Yip Chin Chin; Chua Kah Heng – Malaysian Online Journal of Educational Sciences, 2024
Learning the periodic table of elements can pose a challenge for students due to the complex organization and relationships between the different elements. Game-based interventions have been shown in past studies to be one of the feasible ways to overcome this challenge. In this research, a tabletop game, called "Little Periodic" was…
Descriptors: Science Teachers, Chemistry, Game Based Learning, Instructional Design
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