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P. M. Shanthami – Journal of Educational Technology, 2025
This study aimed to investigate the impact of gamification on students' learning outcomes in a higher secondary school subject, specifically focusing on the topic of Morphology. A quasi-experimental research design was employed, involving an experimental group that received gamified instruction using Kahoot and a control group that received…
Descriptors: Gamification, Botany, Secondary School Students, Science Instruction
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Hirkani, Munira; Hegde, Geeta; Kamath, Ramakrishna; Sonwane, Tejaswini; Angane, Esha; Gajbhiye, Riya – Advances in Physiology Education, 2022
Developing group cohesiveness in the online environment is important for a satisfying learning experience. This article describes an innovative use of crosswords as a "group" activity along with a hybrid version of Medical Pictionary and Medical Charades, in a medical school in India, to engage the learners, encourage interactions and…
Descriptors: Electronic Learning, Group Unity, Group Activities, Medical Students
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Khatri, Puja; Raina, Khushboo; Wilson, Caroline; Kickmeier-Rust, Michael – Assessment & Evaluation in Higher Education, 2020
The selection of career paths and making of academic choices is a difficult and often confusing task for young people. The impact on their lives, however, is enormous as it can determine entire future career possibilities. In India, a general remedy to this stress is that instead of choosing a field of study tailored to individual preferences and…
Descriptors: Learning Analytics, Competence, Career Planning, Computer Simulation