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Rohaida Mazlan; Zamri Mahamod; Khairul Azhar Jamaludin – Journal of Education and Learning (EduLearn), 2025
In recent years, the flipped classroom model has garnered significant attention in education, marking a shift from conventional teaching methods to a more student-centered approach. This systematic review delves into the implementation of flipped classrooms and their influence on educational environments. The focus is on effective teaching…
Descriptors: Flipped Classroom, Blended Learning, Technology Uses in Education, Gamification
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Mohsen Keshavarz; Leili Mosalanejad – International Journal of Learning Technology, 2025
Using educational games is one of the fun and effective teaching methods. The purpose of this research is to design and implement an educational gamification program in the form of blended learning models and also, evaluate it in students' learning environments and accept it from students' points of view in multi-trial groups. This research is…
Descriptors: Educational Games, Gamification, Blended Learning, Student Attitudes
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M. G. Boltyshev – Interactive Learning Environments, 2024
The article is devoted to the experts' assessment of the application of gamification in corporate training. It analyzes the experiences of companies that use gamification in training their employees, as well as the survey of experts (n = 81) in the field of corporate training. The aim of the study was to identify common strategies for the…
Descriptors: Gamification, Corporate Education, Program Effectiveness, Corporations
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Qiao, Shen; Yeung, Susanna Siu-sze; Zainuddin, Zamzami; Ng, Davy Tsz Kit; Chu, Samuel Kai Wah – British Journal of Educational Technology, 2023
Gamification is typically implemented digitally. However, digital gamification is not always possible because of limited resources and logistical problems. It is thus necessary to explore low-threshold gamification methods that can be easily adopted in classrooms. One such method is non-digital gamification using physical game design elements.…
Descriptors: Gamification, Academic Achievement, Cognitive Processes, Learner Engagement
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Rena Denya Agustina; Riki Purnama Putra; Milla Listiawati – Journal on Efficiency and Responsibility in Education and Science, 2024
The evolution of learning design continues, focusing on blended laboratory approaches incorporating technology. The Sophisticated Thinking Laboratory (STB-LAB) and Gather Town are key tools in implementing collaborative learning in this context. This study assesses the effectiveness of blended laboratory implementation using STB-LAB and Gather…
Descriptors: Cooperative Learning, Learning Laboratories, Blended Learning, Gamification
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Bosede Iyiade Edwards, Editor; Bruno Lot Tanko, Editor; Mustafa Klufallah, Editor; Hassan Abuhassna, Editor; Caleb Chidozie Chinedu, Editor – Lecture Notes in Educational Technology, 2025
This book explores the symbiotic relationship between human learning and machine learning, examining how emerging technologies and human-machine interfaces are reshaping the educational landscape. Organized into four sections with 20 chapters, it provides a multidisciplinary perspective on the dynamic intersection of these twin concepts. Bridging…
Descriptors: Artificial Intelligence, Educational Technology, Technology Uses in Education, Learning
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Panyajamorn, Titie; Suanmali, Suthathip; Kohda, Youji – Journal of Educators Online, 2022
This study investigates the effectiveness and knowledge retention of elearning models that could solve education problems in rural areas by considering two different examples: massive online open courses (MOOCs) and gamification hybrid learning. The study also proposes suitable and effective features that could influence student abilities in the…
Descriptors: Foreign Countries, MOOCs, Public Schools, Program Effectiveness