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Joaquín Jiménez-Puerto; Gianni Gallello – Journal of Computer Assisted Learning, 2025
Background: In the dynamic landscape of higher education, innovation through gamification has emerged as a successful approach to enhance student learning and motivation. Archaeological studies have particularly benefited from innovative pedagogy, as traditional teaching methods often struggle to engage younger generations. Aims: To evaluate the…
Descriptors: Archaeology, Instructional Innovation, History Instruction, College Students
Wawan Wahyudi Efendi; A. Atiqoh; Hari Karyono – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2023
Many ferns learning in higher education were organized conventionally and relied only on textbooks. Moreover, it is not in accordance with the characteristics or learning styles of Generation Z (Gen Z). This research aims to produce Pteridophyte Smart Cards (PSC) as a learning media by integrating cards containing real images of ferns with QR Code…
Descriptors: Visual Learning, Foreign Countries, Generational Differences, College Students
Obro, Sunday – International Journal of Learning and Change, 2023
In this study, it was examined whether the innovative instructional strategy of learning games would significantly increase students' learning outcome in the experimental groups and control groups. The study is a quasi-experimental research, which examined the effect of learning games instructional strategy on students' learning outcomes in eight…
Descriptors: Instructional Effectiveness, Instructional Innovation, Teaching Methods, Game Based Learning
Charles Montel; Benjamin Cartiaux; Giovanni Mogicato – Anatomical Sciences Education, 2025
Anatomy plays a key role in veterinary training, and alternatives to traditional teaching methods, such as game-based learning and escape rooms, are emerging as innovative and effective methods. However, the effectiveness of these approaches, particularly in areas such as veterinary anatomy, remains under-researched. The aim of this study was to…
Descriptors: Instructional Effectiveness, Educational Games, Electronic Learning, Virtual Classrooms
Samosa, Resty C.; Policarpio, Maricris V.; Canamaque, Bernadeth O.; Camocamo, Princess Honeylyn A.; Clavito, Joanna Marie E. – Online Submission, 2021
In summary, many students struggle to comprehend and interpret printed symbols; even more struggle with complex oral and written assignments. This situation has an impact on their academic success and happiness. Furthermore, they are unable to fully or sufficiently, if not outstandingly, cope with their readings. Students can write, but they can't…
Descriptors: Game Based Learning, Writing Instruction, Writing Skills, Writing Improvement
Katerina Rusevska; Lambe Barandovski; Vladimir M. Petruševski; Aleksandra Naumoska; Slavica Tofilovska; Marina Stojanovska – Center for Educational Policy Studies Journal, 2024
A game-based approach is widely used to increase students' motivation through their active participation, whereby research is interwoven with fun and competition is incorporated with cooperation. Working in teams or groups encourages students to exchange their opinions, to try to find solutions together or to win a game. In this way, they learn…
Descriptors: Foreign Countries, Elementary School Students, Secondary School Students, Game Based Learning
Linlin Li; Mingyu Feng; Hee Jin Bang – Society for Research on Educational Effectiveness, 2023
Background/Context: Mathematics education, especially at early grade levels, continues to be an important focus for national education improvement efforts, and more districts are introducing technology as part of their solution. Along with increasing consistent delivery of personalized and individualized learning to students, technology- and…
Descriptors: Mathematics Skills, Skill Development, Game Based Learning, Elementary School Students
Dick, Geoffrey N.; Akbulut, Asli Yagmur – Journal of Information Technology Education: Research, 2020
Aim/Purpose: Enterprise Resource Planning (ERP) simulation (ERPsim) games have been used in Information Systems courses to teach students ERP systems and business processes. This study investigates whether the use of ERPsim games can be extended to other management disciplines. More specifically, this study reports on using the ERPsim games…
Descriptors: Planning, Management Development, Decision Making, Undergraduate Students

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