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Ismail Thamarasseri; Vandana Chandran – Journal of Educational Technology, 2025
This research explains Sustainable Development (SD) and explores the significance of sustainability education in the 21st century. The research points out the potential of gamification as a tool to enhance sustainable education. By integrating game elements into learning experiences, gamification can increase student engagement, motivation, and…
Descriptors: Sustainable Development, Gamification, Sustainability, Problem Solving
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Atthaphon Wongla; Pinanta Chatwattana; Pallop Piriyasurawong – Journal of Education and Learning, 2025
The architecture of the computational thinking with gamified using artificial intelligence prompt engineering, or architecture of the CT platform with gamified, is a learning tool intended to promote activity-based learning that focuses on problem-solving by doing. This platform is fabricated with the combination of computational thinking process…
Descriptors: Artificial Intelligence, Gamification, Experiential Learning, Problem Solving
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Anass Bayaga – International Journal of Technology in Education, 2025
This investigation explored the role of artificial intelligence (AI)-powered gamification on mathematics cognition through a mixed-methods design, blending an intervention with a gamified learning application (app) and a survey to evaluate student engagement and performance. The study explores the nexus of gamification, AI, and mathematics…
Descriptors: Artificial Intelligence, Problem Solving, Game Based Learning, Mathematics Instruction
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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
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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
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Thada Jantakoon; Kitsadaporn Jantakun; Thiti Jantakun – Higher Education Studies, 2025
This study aimed to synthesize and evaluate a STEAM Learning Ecosystem on Gamification System to Promote Innovators. The research was conducted in three phases: (1) synthesis, (2) development of the learning ecosystem, and (3) expert evaluation. The resulting ecosystem comprises three main elements: (1) STEAM Learning Ecosystem (Instructor,…
Descriptors: STEM Education, Art Education, Gamification, Innovation
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Jongho Moon; Teamin Ha; Jenna R. Fisher – Strategies: A Journal for Physical and Sport Educators, 2025
This article aims to advance K-12 health literacy through the integration of technology-enriched participatory methods within skills-based health education. By emphasizing active student engagement, these instructional strategies align with the National Health Education Standards and cultivate critical thinking, problem-solving, and communication…
Descriptors: Health Education, Elementary Secondary Education, Multiple Literacies, Technology Uses in Education
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Maria Valentina Toral Murillo; Melissa Fernandez Torres; Karen Itzel Mexicano Muro; Elvira Rodriguez Flores – Journal of Education and e-Learning Research, 2025
Innovations have been made to educational strategies in health sciences to increase intrinsic motivation in students which helps generate a significant and active learning in students with the help of methodologies, such as gamification, using escape rooms (ER) and the use of digital tools, such as the Sectra Table. The objective of this study is…
Descriptors: Foreign Countries, Medical Students, Nursing Students, Student Motivation
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Cecilia Latorre-Cosculluela; Verónica Sierra-Sánchez; Sandra Vázquez-Toledo – Smart Learning Environments, 2025
The importance and benefits of teamwork in the university context have been widely recognized in recent decades. However, there is little evidence that analyzes the effects of the combination of collaborative learning strategies and gamification methodologies for the improvement of transversal skills and academic performance. In this sense, in…
Descriptors: College Students, Gamification, Student Attitudes, Cooperative Learning
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Xin Gong; Weiqi Xu; Shufan Yu; Jingjing Ma; Ailing Qiao – British Journal of Educational Technology, 2025
Tangible programming tools have become a mainstream teaching aid in gamification programming learning (GPL) due to their interactivity and ability to enhance novice learners' computational thinking and spatial reasoning skills. However, comparing the relative efficacy of different programming tools that simultaneously support these skills was not…
Descriptors: Computation, Thinking Skills, Spatial Ability, Gamification
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Ngeri Anita Ikpat – European Journal of Education, 2025
This study investigated teachers' perceptions on the impact of gamification on student engagement and learning outcomes in Nigerian primary schools, aiming to bridge the gap between traditional teaching methods and contemporary learner needs. A mixed-methods approach was utilised, involving quantitative and qualitative data collection through an…
Descriptors: Foreign Countries, Teacher Attitudes, Gamification, Learner Engagement
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Rebecca K. Y. Lee; Bernard Y. N. Ng; Minghui Daisy Chen – Biochemistry and Molecular Biology Education, 2025
During COVID-19 pandemic, there was a change in the teaching mode from face-to-face to online teaching. It was especially challenging for teachers to motivate students to learn through distance learning. This shift in teaching mode also lowered student-student and student-teacher interactions. In this project, a biochemistry courseware,…
Descriptors: COVID-19, Pandemics, Independent Study, Cooperative Learning
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Karyl Mae Codiñera Amar; Jhelai Grace Aton; Ma. Khasila Bulan; Chona Mae Crisostomo; Alyssa Danica Estrera; Jecylle Jean Linao; Julia Mitz Mariñas; Zyann Quilicot; Elieza Jane Senillo; Mabet Vergara; Angelito Cabanilla Jr. – International Journal of Education in Mathematics, Science and Technology, 2025
A multiple regression analysis was conducted to investigate what variables may predict the student's self-perceived proficiency in mathematics. Hence, this quantitative cross-sectional survey design aimed to explore the factors predicting the student's self-perceived proficiency in mathematics using gamified instruction. Two hundred twenty-five…
Descriptors: Test Construction, Test Validity, Measures (Individuals), Self Concept