NotesFAQContact Us
Collection
Advanced
Search Tips
Publication Date
In 20260
Since 202515
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Showing all 15 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Ricardo Marcos; André Gomes; Marta Santos; António Coelho – Anatomical Sciences Education, 2025
Histology is a preclinical subject transversal in medical, dental, and veterinary curricula. Classical teaching approaches in histology are often undermined by lower motivation and engagement of students, which may be addressed by innovative learning environments. Herein, we developed a serious game approach and compared it with a classical…
Descriptors: Veterinary Medical Education, Game Based Learning, Gamification, Learner Engagement
Peer reviewed Peer reviewed
Direct linkDirect link
Belén Ramírez de Arellano Falcón; Javier del Olmo-Muñoz; Ramón Cózar-Gutiérrez; José Antonio González-Calero – Asia Pacific Education Review, 2025
Computational thinking is becoming an essential skill in educational systems. There is, however, still a great deal to learn about it. This research aims to evaluate whether the inclusion of a specific material (Junior School Bebras Cards) favors the development of primary students' computational thinking skills. For this purpose, 37 fourth-grade…
Descriptors: Thinking Skills, Computer Science Education, Game Based Learning, Outcomes of Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
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
Peer reviewed Peer reviewed
Direct linkDirect link
Mirjam West; Petra Baettig-Frey – Educational Technology & Society, 2025
Preserving biodiversity is vital, and early education plays a key role in fostering environmental awareness. An Augmented Reality Outdoor Mission (AROM) has been created as an innovative educational tool for children between the ages 7 and 11. AROM combines entertainment and education and is designed to engage elementary schoolchildren and…
Descriptors: Computer Simulation, Science Education, Biodiversity, Biology
Peer reviewed Peer reviewed
Direct linkDirect link
Matthew L. Reid; Joseph M. Niederhauser – American Biology Teacher, 2025
We describe the use of the popular board game "Wingspan" in a first-year seminar course at an undergraduate liberal arts institution. We discuss implementation of the game in the classroom, classroom activities and assessments, and associated field activities. We also share student survey data on effective use of "Wingspan" to…
Descriptors: Biology, Science Instruction, Liberal Arts, Institutional Characteristics
Peer reviewed Peer reviewed
Direct linkDirect link
Ray Breed; Riki Lindsay; Aden Kittel; Michael Spittle – Review of Educational Research, 2025
Effective teaching pedagogies and curriculum frameworks in school physical education have been regularly changing and widely debated. However, teachers have predominately used technical and sport-based approaches, but tactical game-centered approaches (TGAs) are becoming more common when teaching games in physical education. This review…
Descriptors: Physical Education, Teaching Methods, Outcomes of Education, Comparative Analysis
Peer reviewed Peer reviewed
Direct linkDirect link
Xiaoli Huang; Wei Xu; Ruijia Liu – International Journal of Distance Education Technologies, 2025
This article presents a meta-analysis of the existing literature using Stata 18.0, focusing on the effects of ITSs on learning attitudes, knowledge acquisition, learner motivation, performance, problem-solving skills, test scores, and educational outcomes across different countries and educational levels (k = 30, g = 0.86). The findings suggest…
Descriptors: Intelligent Tutoring Systems, Outcomes of Education, Learning Motivation, Student Attitudes
Peer reviewed Peer reviewed
Direct linkDirect link
Ai-Jou Pan; Yea-Tzu Yuan; Pao-Nan Chou – SAGE Open, 2025
In the current technology-driven era, digital game-based learning (DGBL) has emerged as a practical approach for enhancing mathematics achievement among young students. It is believed that digital drill-and-practice educational games can replace traditional pen-and-paper drills in mathematics education and have a better influence on incorporating…
Descriptors: Mathematics Education, Mathematics Instruction, Educational Games, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Qing Yu; Kun Yu; Baomin Li – Journal of Educational Computing Research, 2025
Computer programming is regarded as an important skill for the future. However, many K-12 students face challenges and difficulties in learning traditional text-based programming. Block-based visual programming (BVP) can reduce the difficulty of learning programming and is seen as a potential programming education tool. Nevertheless, the effects…
Descriptors: Programming, Computer Science Education, Visual Aids, Outcomes of Education
Peer reviewed Peer reviewed
Direct linkDirect link
Rui Leitão; Shige Yao; Laura Guimarães – Education and Information Technologies, 2025
Over the past decade, research has stressed the necessity of increasing ocean teaching in formal and informal education by addressing ocean literacy dimensions. Although board games have emerged as an affordable and accessible option for immersive learning experiences, limited empirical evidence demonstrates their effectiveness in enhancing…
Descriptors: Educational Games, Marine Education, Oceanography, Teaching Methods
Peer reviewed Peer reviewed
PDF on ERIC Download full text
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
Peer reviewed Peer reviewed
Direct linkDirect link
Wendy James; Grainne Oates; Nikki Schonfeldt – Accounting Education, 2025
There is growing support to the argument that effective use of technology in blended learning initiatives, such as gamification, can influence student retention and combat low levels of student engagement as well as improve academic performance. The aim of this study is to investigate the effectiveness of a gamified mobile application (GMA)…
Descriptors: Accounting, Business Education, Learner Engagement, Instructional Materials
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Adeva Jane Esparrago-Kalidas; Anito Ramas Librando; Noreen Ashley P. Cabonialda; Mary Heart Maestre; Abdul Hapidz Lo-ang Natal; Christina Sophia Bacud Cabello – International Journal of Research in Education and Science, 2025
English grammar proficiency is essential for all teachers, especially English teachers, to be able to effectively deliver lessons. Yet, many still struggle with constructing grammatically correct sentences. Thus, this action-research investigated the effectiveness of a gamified approach, the Language Ladder Quest, in improving grammar proficiency…
Descriptors: Grammar, Majors (Students), Language Tests, Action Research
Peer reviewed Peer reviewed
PDF on ERIC Download full text
J. Priyanto Widodo; Lailatul Musyarofah; Joko Slamet – MEXTESOL Journal, 2025
Gamification-based instruction learning design can enhance students' conceptual knowledge and academic achievement by reversing before-class and in-class activities. This strategy raises the issue of students having to learn independently, especially for self-directed learning (SDL), where students often struggle. To create a flipped classroom for…
Descriptors: Teaching Methods, Game Based Learning, Instructional Design, Academic Achievement
Peer reviewed Peer reviewed
Direct linkDirect link
Heng-Sheng Lin; Chih-Yun Chiang; Cheng-Wei Huang; Chao-Cian Wu; Shuo-Jun Hong – International Journal of Game-Based Learning, 2025
Taiwanese students learn Chinese from 3 years old using Bopomofo (Zhuyin Fuhao), but they still struggle with spelling and reading, even in middle school. Thus, we guided students still struggling to read Chinese text to use their logical skills and creativity to incorporate the Bopomofo phonetic alphabet into the Rummikub strategy board game.…
Descriptors: Foreign Countries, Learning Motivation, Active Learning, Feedback (Response)