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Showing 46 to 60 of 70 results Save | Export
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Nerea López-Bouzas; M. Esther del Moral-Pérez; Jonathan Castañeda-Fernández – Education and Information Technologies, 2024
Active methodologies such as gamification, combined with emerging technologies like augmented reality, are enhancing learning environments that facilitate the development of essential competencies. Particularly, students with Autism Spectrum Disorder (ASD) require reinforcement of their Communicative Competence (CC) to activate their abilities to…
Descriptors: Communication Skills, Gamification, Autism Spectrum Disorders, Physical Environment
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Hanall Sung; Mitchell J. Nathan – British Journal of Educational Technology, 2024
Collaborative learning, driven by knowledge co-construction and meaning negotiation, is a pivotal aspect of educational contexts. While gesture's importance in conveying shared meaning is recognized, its role in collaborative group settings remains understudied. This gap hinders accurate and equitable assessment and instruction, particularly for…
Descriptors: Cooperative Learning, Motion, Human Body, Learning Analytics
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Pozo-Sánchez, Santiago; Lampropoulos, Georgios; López-Belmonte, Jesús – Journal of New Approaches in Educational Research, 2022
Gamification is a training model that encourages the inclusion of active methodologies into learning environments. The objective of this study is to analyze the effects of a gamified experience through virtual and face-to-face escape rooms as well as to determine the generated levels of fun, absorption, creative thinking, mastery, activation,…
Descriptors: Gamification, Educational Games, In Person Learning, Computer Simulation
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Angelos Sofianidis; Christos Skraparlis; Nayia Stylianidou – Journal of Science Education and Technology, 2024
This paper presents and discusses the inclusive inquiry-based alternate reality game (IB-ARGI) approach, a pedagogical gamified approach supporting inclusive contemporary educational contexts. The IB-ARGI approach comprises Inquiry-based Learning, Alternate Reality Games, Universal Design for Learning and Augmented Reality technology in order to…
Descriptors: Inquiry, Access to Education, Computer Simulation, Computer Games
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Ieva Gintere; Emmanouel Rovithis; Ágnes Karolina Bakk; Alvis Misjuns – International Journal of Game-Based Learning, 2024
The study presents the authors' research for the purpose of designing ImGame, a virtual environment inviting users to playfully learn about the concept of immersion and its historical antecedents. The authors describe ImGame's current pre-production stage and examine the basic characteristics of the feeling of immersion. They intend to deepen the…
Descriptors: Computer Simulation, Creativity, Educational Technology, Interdisciplinary Approach
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Cathy Weng; Khanh Nguyen Phuong Tran; Chi-Chuan Yang; Hsuan-I. Huang; Hsuan Chen – Education and Information Technologies, 2024
An augmented reality (AR)-integrated gamification learning approach in an electronics course was developed in this study to help students better understand the concepts while simultaneously increasing their motivation. An experimental study was conducted to examine the effectiveness of the AR-integrated gamification approach on students' learning…
Descriptors: Computer Simulation, Gamification, Vocational Schools, High School Students
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Roslizawati Saad; Harun Baharudin; Nik Mohd Rahimi Nik Yusoff – Educational Process: International Journal, 2025
Background/purpose: A significant challenge in teaching Arabic at the secondary level is developing pronunciation, fluency, and communication. Despite increased use of digital tools in instruction, a gap remains in understanding their effectiveness in improving Arabic speaking skills. This article aims to identify the types of digital teaching…
Descriptors: Educational Technology, Technology Uses in Education, Arabic, Secondary Education
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Akinade Adebowale Adewojo – Digital Education Review, 2025
As educational spaces transition from physical classrooms to digital and AI-mediated environments, this research explores the ontological implications of this shift. By examining the concept of the "Future Classroom," which extends learning spaces into virtual, augmented, and AI-driven realities, this study asks whether digital spaces…
Descriptors: Educational Trends, Futures (of Society), Virtual Classrooms, Artificial Intelligence
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Fan Su; Di Zou – Knowledge Management & E-Learning, 2024
Educational games, prevalent in contemporary settings, leverage game-based learning (GBL) to actively engage and enhance learners' knowledge and skill acquisition through captivating in-game learning activities. To assess the effectiveness of GBL, game-based assessment (GBA) has emerged. GBA employs gameplay for learners to attain educational…
Descriptors: Game Based Learning, Student Evaluation, Educational Games, Instructional Effectiveness
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Yu-Fen Yang; Wen-Min Hsieh; Wing-Kwong Wong; Yi-Chun Hong; Siao-Cing Lai – Computer Assisted Language Learning, 2024
Foreign Language Anxiety (FLA) is considered a central affective factor influencing English as a Foreign Language (EFL) learning. This study thus developed an online simulation game to create a virtually situated learning environment for reducing EFL primary school students' FLA levels and improving their English vocabulary learning. A total of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
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Vusumuzi Maphosa – Cogent Education, 2024
This study explores students' perceptions of the authentic learning opportunities provided by Moodle at a rural university, aiming to link their lived experiences with their educational journeys through technology-enabled environments that foster active participation, collaboration, and co-creation of knowledge. Employing a descriptive and…
Descriptors: Student Attitudes, Rural Schools, Learning Management Systems, Undergraduate Students
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Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
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Rukthin Laoha; Wichittra Chomthong; Weerapa Pongpanich – Higher Education Studies, 2025
The integration of Artificial Intelligence (AI) into English as a Foreign Language (EFL) education has transformed teaching practices, necessitating a re-evaluation of teacher competencies in the digital age. This systematic review examines the intersection of AI technologies and EFL teachers' competencies, exploring how AI tools influence…
Descriptors: Artificial Intelligence, Technology Uses in Education, Second Language Instruction, English (Second Language)
Frank August von Heiland II – ProQuest LLC, 2021
An Evaluation of the Impact of the COVID-19 Pandemic on the Training and Education of Air Force Intelligence Surveillance and Reconnaissance (ISR) Airmen Trident University International 2021 This Doctoral Study evaluated the impact of the COVID-19 Pandemic on the training of U.S. Air Force (USAF) Intelligence Surveillance and Reconnaissance (ISR)…
Descriptors: Evaluation, COVID-19, Pandemics, Armed Forces
Suijing Yang; Daniel Taylor-Griffiths; Fabienne van der Kleij; Pauline Taylor-Guy; Ralph Saubern – Australian Council for Educational Research, 2025
Many existing reviews of educational technologies focus on the affordances of specific types of technology rather than how different technologies can be designed and used to achieve specific teaching and learning objectives. Furthermore, there appears to be a widely held assumption that the use of educational technology will result in improved…
Descriptors: Teacher Empowerment, Educational Technology, Technology Uses in Education, Technology Integration
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