Publication Date
| In 2026 | 0 |
| Since 2025 | 7 |
| Since 2022 (last 5 years) | 10 |
Descriptor
Source
| Educational Process:… | 10 |
Author
| Ahmad Muhibbin | 1 |
| Ali A. M. Alhaj | 1 |
| Anton Adi Suryo Kusuma | 1 |
| Areej Barham | 1 |
| Azmuddin, Ruhil Amal | 1 |
| Bandar M. Al Oteibi | 1 |
| Beatriz Guiomar | 1 |
| Bima Prakarsa Arzfi | 1 |
| Elisabete Pinto | 1 |
| Fernando Martins | 1 |
| Harsono | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 10 |
| Reports - Research | 9 |
| Reports - Evaluative | 1 |
Education Level
| Elementary Education | 6 |
| Early Childhood Education | 3 |
| Grade 1 | 3 |
| Intermediate Grades | 3 |
| Primary Education | 3 |
| Grade 4 | 2 |
| Higher Education | 2 |
| Middle Schools | 2 |
| Postsecondary Education | 2 |
| Grade 2 | 1 |
| Grade 5 | 1 |
| More ▼ | |
Audience
Laws, Policies, & Programs
Assessments and Surveys
| Trends in International… | 1 |
What Works Clearinghouse Rating
Stamatios Papadakis; Turgut Karakose – Educational Process: International Journal, 2025
Background/Purpose: This study explores the relationship between gamification and student achievement, and provides a brief overview of how gamification can be used more effectively to enhance student learning. The study also addresses the potential opportunities and limitations of using gamification in education. Practical implications: Research…
Descriptors: Gamification, Game Based Learning, Academic Achievement, Educational Environment
Anton Adi Suryo Kusuma; Sutama; Harsono; Ahmad Muhibbin; Zohaib Hassan Sain – Educational Process: International Journal, 2025
Background/purpose: Several previous studies have attempted to develop Android learning media for elementary students beginning to learn counting. However, no media with a levelled adventure theme exists. The purpose of this research is to develop an android-based learning media, B'Math, to improve elementary students' counting skills.…
Descriptors: Elementary School Students, Mathematics Instruction, Computation, Game Based Learning
Senad Orhani; Kyvete Shatri – Educational Process: International Journal, 2025
Background/purpose: In the modernized society with advanced technology, as education becomes increasingly dependent on information technology, there is a need to prepare the next generation of students with a wide variety of skills and abilities necessary for future scientific careers. Modern educational challenges include the task of engaging…
Descriptors: Computer Games, Technology Uses in Education, Game Based Learning, Student Motivation
Hiba Naccache; Mayamin Altae; Areej Barham – Educational Process: International Journal, 2025
Background/purpose: This study investigated the impact of the Test Survey for Students (TSFS) software, a game-based learning intervention (GBL), on the mathematical achievement and attitudes of Qatari fourth-grade students. Materials/methods: Utilizing a mixed-methods approach guided by the Theory of Planned Behavior (TPB) and the TPACK…
Descriptors: Foreign Countries, Mathematics Education, Mathematics Achievement, Game Based Learning
Zijing Hu – Educational Process: International Journal, 2024
Background/purpose: Game-based learning has received increased attention in health sciences education in the global north due to its effectiveness in achieving learning outcomes. The literature concurs that learning outcomes can be improved through appropriate pedagogical approaches. However, more studies need to focus on game-based learning in…
Descriptors: Game Based Learning, Health Sciences, Foreign Countries, Teaching Methods
Bima Prakarsa Arzfi; Maria Montessori; Rusdinal – Educational Process: International Journal, 2025
Background/purpose: The study addresses the challenge of integrating technology into Pancasila Education in Indonesian primary schools. Despite schools having technological facilities, teachers still rely on conventional teaching materials. The research aims to develop and validate digital game-based learning materials using the Lumio by Smart…
Descriptors: Outcomes of Education, Game Based Learning, Educational Technology, Computer Games
Mohammed H. Albahiri; Ali A. M. Alhaj; Bandar M. Al Oteibi – Educational Process: International Journal, 2025
Background/purpose: This research aimed at designing an educational program based on gamification for teaching mathematics as required by the Trends in International Mathematics and Science Study (TIMSS) to determine its impact on advancing strategic competence among fourth-grade male students in the first semester of Academic Year 1445AH in…
Descriptors: Gamification, Mathematics Instruction, Game Based Learning, Educational Games
Yelitza Freitas; Beatriz Guiomar; Sofia Gonçalves; Ricardo Pinto; Elisabete Pinto; Virgílio Rato; Fernando Martins – Educational Process: International Journal, 2025
Background/purpose: This article aims to analyze the use of serious games from the Hypatiamat Platform to promote mental arithmetic in a first-grade primary school class in an Exploratory Teaching environment. Materials/methods: This study is mixed, interpretative, and action-research in design. It quantitatively analyses the students' Level of…
Descriptors: Grade 1, Elementary School Students, Elementary School Mathematics, Mathematics Instruction
Kanaki, Kalliopi; Kalogiannakis, Michail – Educational Process: International Journal, 2022
Background/purpose: In terms of computational thinking core facets, algorithmic thinking is a key competency applicable not only in Computer Science but also in aspects of daily life. Considering the global phenomenon of gender stereotypes with regards to the academic and professional orientation in STEM fields, we focused on investigating the…
Descriptors: Thinking Skills, Gender Differences, STEM Education, Equal Education
Mat Husin, Mohd Zulfadli; Azmuddin, Ruhil Amal – Educational Process: International Journal, 2022
Background/purpose: Game-based learning is becoming increasingly popular among educators in higher institutions. However, it can be a daunting task for educators to ascertain which of the currently available game-based learning platforms best suits their learners' needs. This study explored the suitability of Kahoot! as one of the most commonly…
Descriptors: Learner Engagement, English (Second Language), Second Language Learning, Second Language Instruction

Peer reviewed
