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Pinder, Patrice Juliet – Online Submission, 2021
Very few studies on game-based learning (GBL) have been conducted within the Caribbean/West Indies, particularly studies of a mixed-methods nature examining in-service K-12 STEAM teachers' perspectives. This study addresses the aforementioned gap and explores the benefits of employing GBL as a teaching strategy in primary (elementary) and…
Descriptors: STEM Education, Teacher Attitudes, Game Based Learning, Foreign Countries
Funa, A. A.; Gabay, R. A. E.; Ricafort, J. D. – Online Submission, 2021
Gamification in education offers an innovative way of learning. However, some studies claim that, while it helps raise students' motivation, the kind of motivation is extrinsic and, so, intrinsic motivation declines with time. The researchers used the descriptive research design to describe the STEM students' intrinsic motivation along with the…
Descriptors: Game Based Learning, Science Instruction, Teaching Methods, Genetics
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Lozano, Adrian S.; Canlas, Reister Justine B.; Coronel, Kimberly M.; Canlas, Justin M.; Duya, Jerico G.; Macapagal, Regina C.; Dungca, Ericson M.; Miranda, John Paul P. – Online Submission, 2023
Purpose: The purpose of this study is to develop a game-based mobile application to help learners practice mathematical patterns and structures. Method: The study followed a mixed-method research design and prototyping methodology to guide the study in developing the mobile application. An instrument based on the Octalysis framework was developed…
Descriptors: Game Based Learning, Mathematics Instruction, Teaching Methods, Telecommunications
Fulton, Jared N. – Online Submission, 2019
Gamification is a term first coined early in the 21st century, and the application of its principles has been seen in the business world. Department stores, convenient stores, airlines, and credit card companies have implemented loyalty points to keep customers buying their products. From the business world, to the daily lives of students,…
Descriptors: Game Based Learning, Educational Games, Student Motivation, Self Determination
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Orejuela, Jerome G.; Tolin, Marife R.; Soreta, Myla O.; Ocampo, Darrel M. – Online Submission, 2022
The study aimed to determine the effectiveness of gamifying instruction in the English language proficiency of Grade 8 Filipino ESL students in one University in Bicol, Philippines, that offers Junior High School. The quasi-experimental single pretest-posttest design was used in the study. The researcher-made test which underwent series of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
Souribio, Christine N. – Online Submission, 2023
"Gamification is the process of using game thinking and game dynamics to engage audiences and solve problems", Zichermann (2011). The aim of this research is to facilitate the least-learned competencies in the English subject of students of Grade 8 in Tupi National High School for the academic year 2022-2023. With this, the researcher…
Descriptors: Problem Solving, Game Based Learning, High School Students, Language Tests
Aldana, Ihmar L. – Online Submission, 2020
This action research study examined the effects of review games using Kahoot! on students' quiz scores as well as student engagement. The study was conducted in a high school geometry classroom at Tiyan High School (THS) in Barrigada, Guam. This study consisted of a sample size of 42 students in the 10th through the 12th grade. The data collected…
Descriptors: Educational Games, High School Students, Secondary School Mathematics, Geometry
Pinder, Patrice Juliet; Pinto, Giles – Online Submission, 2018
Very few studies on game-based learning (GBL) have been conducted within the Caribbean/West Indies, particularly studies of a mixed-methods nature examining in-service K-12 STEAM teachers' perspectives. This study addresses the aforementioned gap and explores the benefits of employing GBL as a teaching strategy in primary (elementary) and…
Descriptors: Foreign Countries, Elementary School Teachers, Secondary School Teachers, Teacher Attitudes
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Funa, Aaron; Ricafort, Jhonner – Online Submission, 2019
Instructional material is an integral part of teaching and learning process. Validating instructional materials is imperative to ensure quality before widespread utilization. This study validated the developed Gamified Instructional Material (GIM) in genetics for grade 12 STEM students. It employed the descriptive-developmental research design…
Descriptors: Instructional Materials, Genetics, Grade 12, Secondary School Science
Akayuure, Peter; Ali, Clement Ayarebilla – Online Submission, 2016
One major drawback to the curriculum demand for the use of indigenous games in mathematics classrooms is the inability of most teachers to identify the mathematics in these games and consequently incorporate them when teaching specific mathematics content. The primary purpose of the study is therefore to analyze and show how the indigenous…
Descriptors: Junior High School Students, Indigenous Knowledge, Teaching Methods, Mathematics Instruction
Saad, Ahmad Fuad – Online Submission, 2021
There are always challenges in teaching K-12 students Science, Technology, Engineering and Mathematics which is called STEM subjects due to the scientific nature of these disciplines that require strong and higher order thinking along with the ability to connect abstract concepts and relate to them. Additionally, there is a decrease in number of…
Descriptors: STEM Education, Elementary Secondary Education, Teaching Methods, Learner Engagement