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Humaira Mariyam B.; V. K. Karthika – Educational Philosophy and Theory, 2025
Games are used as effective pedagogical tools in language classrooms. Gamifying language tasks can motivate learners to actively participate in the learning process. Probing how games in English language classrooms enable rhizomatic learning, this research study explores how the use of collaborative drawing, elements of gamification, and…
Descriptors: Game Based Learning, Cooperative Learning, Freehand Drawing, Visual Aids
Wenyi Lu; Joseph Griffin; Troy D. Sadler; James Laffey; Sean P. Goggins – Journal of Learning Analytics, 2025
Game-based learning (GBL) is increasingly recognized as an effective tool for teaching diverse skills, particularly in science education, due to its interactive, engaging, and motivational qualities, along with timely assessments and intelligent feedback. However, more empirical studies are needed to facilitate its wider application in school…
Descriptors: Game Based Learning, Predictor Variables, Evaluation Methods, Educational Games
Yasir Ahmed Ali; Muhammad Mooneeb Ali; Issa Saad AlQurashi; Muhammad Imran; Ubaid Ullah Ubaid – International Journal of Game-Based Learning, 2025
Game-based applications and strategies are effective solutions to contemporary challenges in English language learning. Kahoot is an online platform that assists learning in an untraditional but effective way. This probe examines whether the use of Kahoot in a Saudi English language classroom can boost the vocabulary acquisition of the…
Descriptors: Foreign Countries, Game Based Learning, English (Second Language), Second Language Instruction
Robawati; Rubono Setiawan; Ario Wiraya – Journal of Urban Mathematics Education, 2025
In this study, the mathematical problem-solving ability with ethnomathematics nuances of the marble game based on student learning styles has been examined. A qualitative methodology is used, with the research instruments being a learning style questionnaire, a problem-solving ability test, and interviews based on problem-solving ability…
Descriptors: Mathematics Instruction, Problem Solving, Cognitive Style, Grade 7
Shen Qiao; Samuel Kai Wah Chu; Susanna Siu-sze Yeung – Computer Assisted Language Learning, 2025
Morphological analysis is a form of problem solving to work out the meanings of unfamiliar words by applying knowledge of morphemes. It has emerged recently as an important predictor of reading comprehension. However, while gamification can potentially be used to teach this skill, few studies have examined its use. To address this, a…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, Second Language Instruction
Kadek Adi Wibawa; I Dewa Gede Agung Pandawana; I Made Wena – Mathematics Teaching Research Journal, 2025
The integration of technology in entrepreneurship arithmetic that uses realistic mathematic education as the basis into learning processes is instrumental in creating understanding and problem-solving abilities among students. However, until recently only a few technology-based learning media have been developed to accommodate the aforementioned…
Descriptors: Mathematics Instruction, Entrepreneurship, Teaching Methods, Instructional Effectiveness
Mochammad Faiz Nur Falah; Muhammad Iqbal Rifqy; Ailsa Tsabita Primrose; Taufiq Satria Mukti – Journal of Research and Advances in Mathematics Education, 2025
Curved Side Spaces (BRSL) in learning need to be presented with learning media to make it easier for students to understand the concept. This research aims to produce learning media based on technology and cultural values. The media in question is (BRUSLE) an Android application that can be accessed via mobile with augmented reality hologram…
Descriptors: Computer Simulation, Synthesis, Physical Environment, Simulated Environment
Kun Huang; Ching-Huei Chen – Journal of Computer Assisted Learning, 2025
Background: Digital game-based learning (DGBL) has shown promise in enhancing learning and motivation, with appropriate scaffolding playing a crucial role in facilitating student inquiries and knowledge acquisition through science games. While scaffolding is generally effective in promoting learning in DGBL, there is variability among different…
Descriptors: Video Technology, Educational Technology, Artificial Intelligence, Computer Mediated Communication

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