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Borbála Bacsa-Károlyi; Máté Fridrich; Anikó Fehérvári – Journal of Digital Learning in Teacher Education, 2025
This research examines Hungarian pre-service teachers' attitudes toward gamified education (n = 29) and investigates the effects of a gamified course on these attitudes using a quasi-experimental research design. Employing a mixed-methods approach, the study gathers data through questionnaires, metaphor analysis, focus group interviews,…
Descriptors: Foreign Countries, Preservice Teacher Education, Preservice Teachers, Student Attitudes
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Stéphanie Turgeon; Alexandra MacKenzie; Charles Sebiyo Batcho; Jason D'Amour – Journal of Applied Research in Intellectual Disabilities, 2024
Background: Only about 9% of individuals with intellectual disabilities reach the government's physical activity (PA) recommendations. Combining gamification and technology seems particularly promising in overcoming personal and environmental barriers to PA participation. Method: Eighteen adults with varying levels of intellectual disabilities…
Descriptors: Physical Activities, Gamification, Intellectual Disability, Physical Activity Level
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Pattie P. Gonsalves; Salik Ansari; Clio Berry; Faith Gonsalves; Sonaksha Iyengar; Priyambada Kashyap; Dhriti Mittal; Sweta Pal; Eshita Razdan; Daniel Michelson – Health Education Journal, 2025
Background: Youth-focused co-design, involving active collaboration between researchers, designers, clinicians and end users, is essential for enhancing the acceptability, feasibility and effectiveness of digital mental health interventions (DMHIs). However, most literature on co-design comes from high-income countries and offers limited…
Descriptors: Cooperative Planning, Mental Health, Intervention, Design
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Felipe Pathé Duarte; João Pedro Ramos; Pedro Barbosa; Matteo Vergani; Cátia Moreira de Carvalho – Campbell Systematic Reviews, 2025
This protocol outlines a systematic review that aims to understand the effectiveness of educational programmes, delivered both online and offline, designed to prevent and counter the effects of online violent extremist propaganda in multiple languages. The primary objective is to assess the impact of interventions on reducing violent extremist…
Descriptors: Program Effectiveness, Prevention, Violence, Propaganda
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Haruna, Hussein; Zainuddin, Zamzami; Okoye, Kingsley; Mellecker, Robin R.; Hu, Xiao; Chu, Samuel Kai Wah; Hosseini, Samira – Interactive Learning Environments, 2023
This study evaluates the effect of game mechanics by employing serious games and gamification for improving learning outcomes. This is done by considering the performances of the students in terms of the test scores. In the quasi-experimental set-up, which consists of 108 students in their intact three classes attended a series of lessons on…
Descriptors: Gamification, Game Based Learning, Sex Education, Sexuality
William Blake Ford – ProQuest LLC, 2017
Appropriate and effective classroom management skills are critical in supporting students' academic, social, and behavior development in schools; however, teachers often cite needing help with classroom management as their greatest need. Given this concern, school psychologists need effective and efficient strategies to offer to teachers and…
Descriptors: Classroom Techniques, Student Behavior, Technology Uses in Education, Gamification