NotesFAQContact Us
Collection
Advanced
Search Tips
Audience
Laws, Policies, & Programs
What Works Clearinghouse Rating
Showing 1 to 15 of 21 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Ogi Danika Pranata – Pedagogical Research, 2024
Game-based learning has emerged as a promising approach to enhance students' engagement and understanding in educational settings. This study investigates the effectiveness of integrating physics education technology (PhET) simulations as game-based learning tools in teaching physics concepts related tao equilibrium system. A quasi-experimental…
Descriptors: Foreign Countries, Physics, Science Education, Game Based Learning
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
PDF on ERIC Download full text
Putri Sekar Melati; Eka Cahya Prima; Eliyawati – Journal of Science Learning, 2023
The topic of the Human Reproductive System integrated with comprehensive sex education was selected for this research because the concept of the human reproductive system is highly related to daily life. This study aims to develop an Android game application named "HUPROSED" for learning media on human reproductive system topics…
Descriptors: Educational Games, Handheld Devices, Computer Oriented Programs, Educational Technology
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Fajar Kurnianto; Anggi Datiatur Rahmat; Heru Kuswanto – Pegem Journal of Education and Instruction, 2024
Learning activities related to students' real-life experiences may create meaningful learning. Integrating traditional games into the physics classroom can reconstruct local knowledge into scientific knowledge. The use of technology can affect student learning achievement. One of the technologies currently attracting attention is Augmented reality…
Descriptors: Computer Simulation, Educational Technology, Critical Thinking, Graphs
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Ahmad Syawaluddin; Nur Aeni – Discover Education, 2025
This study looks at how utilizing digital versions of classic games specifically Snakes and Ladders can help young learners learn more vocabulary in English. The study focuses on how digital versions of classic games can improve primary school students' vocabulary learning and retention. A quasi-experimental approach was used, with a control group…
Descriptors: Educational Technology, Technology Uses in Education, Vocabulary Development, English (Second Language)
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Litualy, Samuel Jusuf; Serpara, Henderika; Wenno, Eldaa Crystle – Journal of Education and Learning (EduLearn), 2022
This study aimed to determine the effect of the Kahoot! educational game learning media on German language students' learning outcomes in the "Sprechfertigkeit" 2 course. The sample of this study consisted of 37 students. The test instruments were given during the pretest and posttest. The data were processed and analyzed by the SPSS…
Descriptors: Game Based Learning, Educational Technology, Outcomes of Education, German
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Harun Sitompul; Retno Sayekti; Sri Rahmah Dewi Saragih; Salminawati – Canadian Journal of Learning and Technology, 2023
The use of game in education has been evidenced to improve students' engagement in learning. However, much research shows that the use of game in learning is only effective for high school students, while its use for students of higher education is limited. Research on game in education has predominantly been occupied by Kahoot! while Quizizz has…
Descriptors: Student Attitudes, Educational Technology, Higher Education, Game Based Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Musyaffi, Ayatulloh Michael; Sulistyowati, Wiwit Apit; Wolor, Christian Wiradendi; Sasmi, Aji Ahmadi – European Journal of Educational Research, 2022
Online learning is an obligation in teaching and learning activities during the Coronavirus disease (COVID-19). Game-based learning is a solution in improving student learning outcomes. This research aims to determine the level of acceptance of gamification in terms of Gamification quality (GQ), instructor characteristic (IC), and technology…
Descriptors: Game Based Learning, Gamification, Sustainability, Usability
Peer reviewed Peer reviewed
PDF on ERIC Download full text
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
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Dhesi Wulan Sari; Deri Herdawan; Fajar Sari Kurniawan; Marselia; Retno Anggoro – Journal of Education and Learning (EduLearn), 2025
Previous studies suggested that game learning method could assist students in improving English proficiency. However, Gen Z students in a semi-military maritime vocational school had a lack of motivation to enrich their maritime English mastery because of their many non-academic activities. The goal of this study was to present polimarlish.id as…
Descriptors: Game Based Learning, Web Sites, Educational Technology, English (Second Language)
Peer reviewed Peer reviewed
Direct linkDirect link
Rahmadi, Imam Fitri; Lavicza, Zsolt; Arkün Kocadere, Selay; Houghton, Tony; Hohenwarter, Markus – Education and Information Technologies, 2022
Recent developments in educational technology have led to a renewed interest in the utilisation of user-generated microgames for facilitating learning. The advantages and disadvantages of microgames which have been voluntarily created, modified, shared and used by users on open learning platforms to support learning are not yet clearly understood.…
Descriptors: Educational Games, Educational Technology, Educational Benefits, Technology Uses in Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Rulyansah, Afib; Ghufron, Syamsul; Nafiah; Akhwani; Mariati, Pance – Pegem Journal of Education and Instruction, 2023
Learning in the twenty-first century is becoming more dependent on the use of digital tools and interactive media. Teachers play a crucial role in creating game-based learning procedures and enhancing learning and motivation. The aim of this article is to determine what kinds of expertise educators could require to effectively use game-based…
Descriptors: Teacher Competencies, Game Based Learning, Educational Technology, Expertise
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Wardoyo, Cipto; Satrio, Yogi Dwi; Narmaditya, Bagus Shandy; Wibowo, Agus – Cypriot Journal of Educational Sciences, 2021
Providing teaching and learning activities during the Covid-19 pandemic has been a global challenge, and the government has responded to this issue by conducting distance learning using technology. This study introduces and evaluates gamification learning in economics employing to enhance the students' achievements. This study elaborates on a new…
Descriptors: Foreign Countries, COVID-19, Pandemics, Economics Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Rahmadi, Imam Fitri; Lavicza, Zsolt; Houghton, Tony – Contemporary Educational Technology, 2021
Educational games have great potential for learning, however the potential of user-generated microgames for supporting learning is still not completely understood. The present study reviews the design quality of user-generated microgames based on microgame design fundamentals and explores the potential of the games for facilitating learning from…
Descriptors: Educational Games, Game Based Learning, Design, Elementary School Teachers
Previous Page | Next Page »
Pages: 1  |  2