Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 5 |
Since 2016 (last 10 years) | 7 |
Since 2006 (last 20 years) | 8 |
Descriptor
Source
Author
Al-Hoorie, Ali H. | 1 |
Dehghanzadeh, Hojjat | 1 |
Ekici, Murat | 1 |
Fardanesh, Hashem | 1 |
Hatami, Javad | 1 |
Homer, Bruce D. | 1 |
Johnson, Martin | 1 |
Kinzer, Charles K. | 1 |
Klauer, Karl Josef | 1 |
Majewska, Dominika | 1 |
Matovu, Henry | 1 |
More ▼ |
Publication Type
Information Analyses | 10 |
Journal Articles | 6 |
Speeches/Meeting Papers | 2 |
Reports - Evaluative | 1 |
Reports - Research | 1 |
Tests/Questionnaires | 1 |
Education Level
Early Childhood Education | 1 |
Elementary Education | 1 |
Higher Education | 1 |
Postsecondary Education | 1 |
Preschool Education | 1 |
Secondary Education | 1 |
Audience
Practitioners | 1 |
Teachers | 1 |
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Squire, Nikki – Technology, Knowledge and Learning, 2023
Digital game-based learning (DGBL) is becoming a prominent innovative approach used in higher education to gamify the learning experience. Research studies using DGBL as a framework for game design has shown promising results in increasing student engagement, motivation, interaction, satisfaction, and most of all, learning outcomes among…
Descriptors: Undergraduate Students, Game Based Learning, Audience Response Systems, Distance Education
Ekici, Murat – Education and Information Technologies, 2021
Flipped learning is considered an increasingly common strategy along with some drawbacks. Gamification has the significant potential to deal with the drawbacks. This study presents a systematic literature review on the use of gamification in flipped learning research. To demonstrate its effectiveness clearly, the only empirical research was…
Descriptors: Flipped Classroom, Computer Games, Teaching Methods, Databases
Matovu, Henry; Ungu, Dewi Ayu Kencana; Won, Mihye; Tsai, Chin-Chung; Treagust, David F.; Mocerino, Mauro; Tasker, Roy – Studies in Science Education, 2023
The advanced visualisation and interactive capabilities make immersive virtual reality (IVR) attractive for educators to investigate its educational benefits. This research reviewed 64 studies published in 2016-2020 to understand how science educators designed, implemented, and evaluated IVR-based learning. The immersive design features (sensory,…
Descriptors: Computer Simulation, Science Instruction, Teaching Methods, Science Education
Al-Hoorie, Ali H. – Studies in Second Language Learning and Teaching, 2018
This article reports the first meta-analysis of the L2 motivational self system (Dörnyei, 2005, 2009). A total of 32 research reports, involving 39 unique samples and 32,078 language learners, were meta-analyzed. The results showed that the three components of the L2 motivational self system (the ideal L2 self, the oughtto L2 self, and the L2…
Descriptors: Meta Analysis, Learning Motivation, Self Motivation, Second Language Learning
Dehghanzadeh, Hojjat; Fardanesh, Hashem; Hatami, Javad; Talaee, Ebrahim; Noroozi, Omid – Computer Assisted Language Learning, 2021
Digital gamification has been argued to be a fun and enjoyable method to support Learning English as a Second Language (LESL) and to ease the gap between students' learning and educational practice. This systematic review presents an overview of the state of the art on the use of gamification for LESL in digital environments. Furthermore, this…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Game Based Learning
Johnson, Martin; Majewska, Dominika – Cambridge University Press & Assessment, 2022
This review uses research literature to outline the characteristics, benefits and disadvantages of formal, non-formal, and informal learning. There appears to be a consensus around the meanings of formal and informal learning. Formal learning broadly aligns with organised, institutionalised learning models (such as learning seen in schools),…
Descriptors: Teaching Methods, Informal Education, Models, Educational Cooperation
Talakoub, Chelsea – Region 15 Comprehensive Center, 2020
Due to the COVID-19 pandemic, the world of education has had to abruptly pivot to relying heavily on digital methods of delivery. For teachers, much of their professional learning has gone digital as well. To help those in charge of developing and delivering teacher professional learning online, this knowledge brief produced by the Region 15…
Descriptors: COVID-19, Pandemics, Distance Education, Teaching Methods
Plass, Jan L.; Homer, Bruce D.; Kinzer, Charles K. – Educational Psychologist, 2015
In this article we argue that to study or apply games as learning environments, multiple perspectives have to be taken into account. We first define game-based learning and gamification, and then discuss theoretical models that describe learning with games, arguing that playfulness is orthogonal to learning theory. We then review design elements…
Descriptors: Educational Games, Definitions, Play, Learning Theories
Klauer, Karl Josef – 1988
Research on learning-to-learn and some proposals made concerning its teaching are reviewed. Focus is on what needs to be achieved to show that learning-to-learn has occurred. Actual achievement is part of the answer, but the measurement of learning ability must occur independently of the assessment of prior knowledge. Intellectual capacities and…
Descriptors: Cognitive Processes, Educational Research, Educational Strategies, Learning Experience
Springer, Leonard; And Others – 1994
This study examined the relative importance of curricular, classroom, and out-of-class experiences on learning related attitudes and values of freshman college students after taking into account certain precollege characteristics of new students, including initial levels of interest in learning. Specifically, the study looked at students' formal…
Descriptors: College Freshmen, College Students, Educational Experience, Educational Research