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Hüseyin Ates; Cansu Sahin Kölemen – Education and Information Technologies, 2025
This study examines the factors influencing science teachers' intentions to adopt gamified virtual reality (VR) in educational settings, employing the Theory of Planned Behavior (TPB) and Protection Motivation Theory (PMT) as theoretical frameworks. We investigate how perceived threats, benefits, and motivational and cognitive factors impact these…
Descriptors: Science Education, Science Teachers, Computer Simulation, Gamification
Kanjana Jansukpum; Suepphong Chernbumroong; Kannikar Intawong; Pradorn Sureephong; Kitti Puritat – New Review of Academic Librarianship, 2025
The objective of the present study was to examine the effects of using gamification implemented in immersive virtual reality for the promotion of library services in the university library including knowledge acquisition, knowledge retention and user engagement. In terms of research procedure, we divided the participants into Gamified and…
Descriptors: Computer Simulation, Library Services, Gamification, Knowledge Level
Dhanya Pramod – Journal of Applied Research in Higher Education, 2025
Purpose: The growth of the internet, access to technology and rapid digital transformations have paved the way for developing attack surfaces for individuals and organizations. There is a dire need to provide cybersecurity awareness most effectively. Gamification-based platforms have evolved to make cybersecurity education more engaging and…
Descriptors: Gamification, Computer Security, Information Security, Training
HanXi Li; Younghwan Pan – Education and Information Technologies, 2025
This study based on the Hedonic Motivation System Adoption Model (HMSAM), the Expectation Confirmation Model (ECM), and Task Technology Fit (TTF), explores the factors influencing users' continuance intention in gamified learning within metaversity. A total of 286 valid questionnaires were collected using random sampling. The data were analyzed…
Descriptors: Gamification, Technology Uses in Education, Student Motivation, Models
Chen-Chung Liu; Yen-Yu Lin; Fang-ying Lo; Chia-Hui Chang; Hung-Ming Lin – Education and Information Technologies, 2025
Fostering English reading interest and engagement among young learners in non-native settings demands innovative strategies. Previous studies emphasized the role of teachers in enhancing reading interest, for example, through dialogic reading due to its interactive nature. However, this approach is challenging to implement on a large scale.…
Descriptors: Learner Engagement, Gamification, Computer Simulation, Reading Interests
Kassinee Tupthong; Pinanta Chatwattana – Higher Education Studies, 2025
The architecture of the micro-learning platform mixed with gamification via metaverse is a research tool that was initiated by the concepts of micro-learning integrated with the gamification mechanism. It is intended to be employed as a guideline for the instruction management that encourages learners to perform self-learning with small or short…
Descriptors: Computer Simulation, Gamification, Creativity, Problem Solving
Ghanis Putra Widhanarto; Zamzami Zainuddin; Titi Prihatin; Sunawan Sunawan; Amirul Mukminin; Seftia Kusumawardani; Mulawarman Mulawarman – Information and Learning Sciences, 2025
Purpose: This study aims to examine the effectiveness of Web-based interactive (WBI) presentations in reducing students' cognitive load and increasing their situational interest in learning. Traditionally, many learning practices fail to optimize students' cognitive resources by presenting irrelevant content and activities. However, practical…
Descriptors: Internet, Web Based Instruction, Gamification, Cognitive Processes
Andreas Marougkas; Christos Troussas; Akrivi Krouska; Cleo Sgouropoulou – Smart Learning Environments, 2025
Virtual Reality has proven to be highly promising within the field of learning. Most VR learning methods do not effectively implement pedagogical models or adapt to the individual's learning style. This research aims to bridge this gap by integrating Fuzzy Cognitive Maps (FCMs), Flow Theory and Gamification within an educational Virtual Reality…
Descriptors: Computer Simulation, Computer Games, Educational Games, Computer Science Education
Emmanuel Dumbuya – Online Submission, 2025
The exponential growth of online learning has catalyzed significant pedagogical innovations and transformed the educational landscape. This paper explores the emerging trends in online learning, including the shift towards blended learning, the rise of personalized learning, and the integration of technology-enhanced pedagogical practices. The…
Descriptors: Educational Trends, Electronic Learning, Educational Innovation, Teaching Methods
Ayatulloh Michael Musyaffi; Mario Colega Oli; Mely Mentari; Bambang Afriadi – Journal of Education and Learning (EduLearn), 2025
Entrepreneurship education is growing because of innovative technologies such as artificial intelligence (AI)-based business simulation and gamification. However, there are different responses to gamification-based learning. This study aims to identify the factors that influence learning in gamified business simulation using the self-determination…
Descriptors: Gamification, Entrepreneurship, Business Education, Student Motivation
Nofouz Mafarja; Mimi Mohaffyza Mohamad; Haryanti Mohd Affandi; Raja Haslinda Raja Mohd Ali; Adnan Ahmad – SAGE Open, 2025
The Cybergogy approach is a teaching and learning methodology that integrates technology and pedagogy to promote critical thinking skills and inventive problem-solving among Technical and Vocational Education and Training (TVET) learners. This approach leverages the affordances of digital technologies such as virtual reality, simulations, and…
Descriptors: Thinking Skills, Problem Solving, Career and Technical Education, Educational Technology
David Tomczyk; Atul Teckchandani – Management Teaching Review, 2025
Despite the many theories supporting experiential learning, there is little guidance on how to design effective experiential exercises. To address this gap, we adapt insights from gamification research to devise a step-by-step process that management instructors may use to design effective experiential exercises for use in face-to-face and virtual…
Descriptors: Experiential Learning, Gamification, In Person Learning, Electronic Learning
The Use of Technology in Primary School Science Education from 1974 to 2025: A Bibliometric Analysis
Gökhan Uyanik – European Journal of Education, 2025
This study presents a bibliometric analysis of 1995 peer-reviewed articles on the use of technology in primary science education published in the Web of Science between 1974 and April 2025. It explores publication trends, citation structures, author collaborations, thematic patterns, and international networks. Results show an annual average of…
Descriptors: Science Education, Educational Technology, Technology Uses in Education, Citations (References)
Josef Buchner – Technology, Knowledge and Learning, 2025
The spread of fake news poses a global challenge to society, as this deliberately false information reduce trust in democracy, manipulate opinions, and negatively affect people's health. Educational research and practice must address this issue by developing and evaluating solutions to counter fake news. A promising approach in this regard is the…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Hüseyin Ates; Cengiz Gündüzalp – Education and Information Technologies, 2025
This study examines the determinants of science teachers' intentions to adopt augmented reality-based gamification through an integrated framework that merges the General Extended Technology Acceptance Model for E-Learning (GETAMEL) with Protection Motivation Theory. The research investigates how cognitive factors, including perceived usefulness…
Descriptors: Science Teachers, Intention, Simulated Environment, Gamification
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