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No Child Left Behind Act 20011
Showing 1 to 15 of 220 results Save | Export
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Osman Özdemir – Journal of Computer Assisted Learning, 2025
Background: In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are…
Descriptors: Game Based Learning, Video Games, Academic Achievement, Student Motivation
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Eilidh Jack; Craig Alexander; Elinor M. Jones – Teaching Mathematics and Its Applications, 2025
In recent years, the integration of gamification into educational settings has garnered significant attention as a means to enhance student engagement and learning outcomes. By leveraging gamified elements such as points and leaderboards, educators aim to promote active participation, motivation and deeper understanding among students. This study…
Descriptors: Statistics Education, Gamification, Flipped Classroom, Learner Engagement
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Jessica del Rocío Fernández-Velásquez; Oscar López-Regalado; Gisela Analy Fernández-Hurtado – Contemporary Educational Technology, 2025
The systematic review explores the integration of gamification with the flipped classroom in basic education, combining game mechanics with flipped teaching methods to improve student engagement and motivation, and examines the evolution of scientific production between 2022 and 2024, using the preferred reporting items for systematic reviews and…
Descriptors: Gamification, Educational Technology, Flipped Classroom, Program Effectiveness
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Nazi Mahendru; Mai Neo – Journal of Educational Multimedia and Hypermedia, 2023
Education today is fast evolving with the inclusion of immersive and online technologies, making the teaching and learning processes more interesting and engaging. This study presents students' perception of using Augmented Reality (AR) as an instructional tool for the understanding and learning of theories and basics of design. This study was…
Descriptors: Computer Simulation, Educational Technology, Graduate Students, Design
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Ricardo-Adan Salas-Rueda; Clara Alvarado-Zamorano – Turkish Online Journal of Distance Education, 2024
Technological advances such as Learning Management System (LMS) are changing the teaching-learning conditions, organization of school activities and functions of educators. In particular, the use of LMS in the educational field is necessary due to the appearance of the SARS-CoV-2 virus. This quantitative research analyzes the teachers' perception…
Descriptors: Learning Management Systems, Teacher Attitudes, COVID-19, Pandemics
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Mahyudin Ritonga; Adam Mudinillah; Wasehudin Wasehudin; Julhadi Julhadi; Amrina Amrina; Muhammad Husni Shidqi – Journal of Education and Learning (EduLearn), 2024
Technology is advancing and developing, and we cannot let go of our lives. One of them is in the world of education, the use of technology is often found. Teachers combine technological devices in the learning process so that the learning atmosphere becomes more interesting, not only with increasingly open technological developments and the spread…
Descriptors: Educational Technology, Technology Uses in Education, Higher Education, Arabic
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Aydogdu, Fatih – British Journal of Educational Technology, 2022
This study was conducted to test the effect of the augmented reality-based program on the motivation, attention and conceptual skills of preschool children. The research was conducted according to the pretest-posttest control group quasi-experimental design: 13 participants (6 girls, 7 boys) in the experimental group and 13 (5 girls, 8 boys) in…
Descriptors: Computer Simulation, Educational Technology, Preschool Children, Student Motivation
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Sheilla Indiaka; Waweru Mwangi; Jael Sanyanda – Journal of Learning for Development, 2025
Digital technology has increasingly transformed the landscape of science education, positioning gamification as a powerful pedagogical tool to enhance learner engagement and comprehension. This study investigated the application of digital gamification using Kahoot! to enhance comprehension of biology subject content among secondary school…
Descriptors: Educational Technology, Technology Uses in Education, Science Education, Biology
Michael Wang – ProQuest LLC, 2023
College algebra is regarded as a gatekeeper course for attaining degrees, higher paying jobs, and overall individual empowerment. Educational stakeholders have reconsidered alternative instructional approaches such as computer-assisted instruction (CAI) to curb high failure rates and increase retention rates among college algebra students. One…
Descriptors: College Mathematics, Mathematics Instruction, Algebra, Educational Technology
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Lilla Bónus; Erzsébet Antal; Erzsébet Korom – Journal of Science Education and Technology, 2024
This research focuses on "BioScientist," a digital game-based, inquiry-based learning program embedded in the biology curriculum that develops inquiry skills in 8th-grade students. The aim of this paper is to demonstrate a combination of elements of digital game-based learning (DGBL) with inquiry-based learning (IBL) through…
Descriptors: Educational Technology, Game Based Learning, Video Games, Inquiry
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Lea Schulz; Anja Kürzinger; Traugott Böttinger – Learning Environments Research, 2025
Drawing on recent insights from collaborative learning theories, this study explores collaborative learning among primary school students in digitally inclusive classrooms. Collaborative learning, which can be facilitated by digital media, is seen as important not only for supporting learning processes in general, but also for making diversity…
Descriptors: Cooperative Learning, Elementary School Students, Technology Uses in Education, Educational Technology
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Gerardo Reyes; Sanjida Moury; Emily Seeligmüller; Danielle Compton-Mcculloch; Namratha Jagadeesh; Thomas Ostermann – Educational Studies, 2025
Use of digital learning tools (DLTs) in classrooms has markedly increased since the COVID-19 pandemic began. Concerns exist that some DLTs were integrated without careful consideration of their impacts on student motivation to learn and/or academic achievement. Moreover, differences in student demographic profiles and the learning environment may…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Student Motivation
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Duan, Suzhen; Exter, Marisa; Newby, Timothy – TechTrends: Linking Research and Practice to Improve Learning, 2022
Preservice teachers' attitudes towards technology integration influence their motivation for and future behavior in teaching, but effective interventions to modify attitudes towards technology integration are scarce in teacher education programs. This quasi-experimental study redesigned and integrated one of the most widely used positive…
Descriptors: Preservice Teachers, Student Attitudes, Educational Technology, Technology Integration
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Chen, Mei-Fen; Chen, Yu-Chi; Zuo, Pei-Ying; Hou, Huei-Tse – Education and Information Technologies, 2023
Gamified learning is an instructional strategy that motivates students to learn, and the use of multiple representations assists learning by promoting students' thinking and advanced mathematical problem-solving skills. In particular, emergency distance learning caused by the COVID-19 pandemic may result in a lack of motivation and effectiveness…
Descriptors: Gamification, Educational Technology, COVID-19, Pandemics
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Kilinc, Hakan; Buyuk, Koksal – E-Learning and Digital Media, 2023
This experimental study within the scope of Anadolu University Open Education Faculty in Turkey aims to examine the effect of online group discussion techniques. In this context, the online group discussion technique, which is applied by dividing the learners into manageable groups in online learning environments, has been examined within the…
Descriptors: Foreign Countries, Group Discussion, Student Motivation, Interpersonal Relationship
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