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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
Agbonifo, Oluwatoyin C.; Ibam, Emmanuel O.; Ajao, Temitayo O. – Journal of Educational Technology, 2021
This research paper presents a digital game-based learning as an innovative methodology that takes full advantage of the educational potential offered by digital games to aid learning of concepts. It focuses on the use of games as a mode of learning in the classroom while exploring all learning theories that supports it. This mode of learning is…
Descriptors: Game Based Learning, Educational Games, Educational Technology, Technology Uses in Education
Demir, Ö.; Taskin, B.; Seferoglu, S. S. – Journal of Educational Technology, 2020
This study aimed at examining the COTS (Commercial off the Shelf) games having strong potential for helping to enhance intrinsic motivation and computational thinking skills. To this end, STEAM game store was searched with the keywords of "programming, coding, computing, and algorithm". This search yielded 1,249 games. After eliminating…
Descriptors: Media Selection, Selection Criteria, Computer Games, Game Based Learning

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