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Tatchakrit Matyakhan; Treenuch Chaowanakritsanakul; Joey Andrew Lucido Santos – LEARN Journal: Language Education and Acquisition Research Network, 2024
Gamification is one of the innovative teaching approaches implemented in English classrooms nowadays. However, using gamification to enhance reading engagement and reading comprehension in language classrooms at the university level has not been much explored. This present study investigated gamification's effects on enhancing reading engagement,…
Descriptors: Foreign Countries, Gamification, Reading Instruction, Reading Comprehension
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
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
Yi Wen Lo – Journal of Baltic Science Education, 2025
Primary school students of the digital generation often struggle to maintain motivation and engagement, especially under static and non-interactive teaching strategies, underscoring the need for more effective educational approaches. This quasi-experimental study examined whether integrating a gamified interactive response system, Blooket, into a…
Descriptors: Elementary School Science, Science Education, Gamification, Grade 6
Barbara J. Hadley; Nicole B. Reinke; Helen M. Massa; Mary Kynn; Mary-Ann Shuker; Kim Cartwright; Yuri Banens; Jennifer C. Wilson – Journal of Educational Technology Systems, 2025
Biochemistry lab classes help students connect theory to real-world applications and develop practical, collaborative, and higher-order thinking skills. However, many students are unprepared, spending class time on protocols and equipment instead of higher-order learning. To improve preparation, digital gamified modules were created to replace…
Descriptors: Biochemistry, Gamification, Technology Uses in Education, Electronic Learning
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
Eryigit, Gülsen; Bektas, Fatih; Ali, Ubey; Dereli, Bihter – Computer Assisted Language Learning, 2023
Grammatical information, embedded at the word level, makes the acquisition of morphologically rich languages quite complex as well as the language exercise generation process for teachers. This study introduces a new gamification approach for complex morphology learning and aims to analyze the students' perceptions towards it. In this approach,…
Descriptors: Grammar, Morphology (Languages), Gamification, Student Attitudes
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
Nurah S. Alfares – International Journal of Game-Based Learning, 2025
Vocabulary is crucial for mastering English as a Foreign Language (EFL) skills. Digital Game-Based Learning (DGBL) platforms like Wordwall can enhance active learning by providing multiple-choice, missing, and matching words. The current study aimed to addresses the impact of the Wordwall platform on EFL learners in Saudi Arabia. This study…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Vocabulary Development
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
Celeste J. Carmichael; Samson O. Adeoye; Jama S. Coartney; Donna M. Westfall-Rudd; Megan M. Seibel; Amy White; Curtis R. Friedel; Israel O. Oyedare; Eric K. Kaufman – NACTA Journal, 2025
The evolving demands of the agricultural workforce require skills beyond traditional technical expertise, including communication, teamwork, adaptability, and self-management. These employability skills are critical for fostering innovation and addressing the complexities of modern agriculture. In support of helping community college faculty to…
Descriptors: Computer Uses in Education, Career Readiness, Employment Potential, Job Skills
Anh Que Chung – Technology in Language Teaching & Learning, 2025
There has been growing interest in the potential of artificial intelligence (AI) in language education. However, little research has explored its application in pronunciation instruction. To address this gap, this qualitative study investigates Vietnamese secondary school English as a Foreign Language (EFL) teachers' beliefs about AI integration…
Descriptors: Artificial Intelligence, Technology Uses in Education, Pronunciation, English (Second Language)
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
Wang, Yi-Hsuan – Journal of Educational Computing Research, 2023
The study aimed to examine the learning effects of integrating various game elements into game-based learning materials to enhance learning for learners of different age groups. Two sets of game-based music learning materials were designed. The version with full game characteristics was developed with a narrative story, diverse game behaviors, and…
Descriptors: Gamification, Game Based Learning, Music Education, Program Effectiveness
Melike Sule Yildiza; Yavuz Yaman – Journal of Learning and Teaching in Digital Age, 2024
The aim of this study is to investigate the effect of digital gamification-based instruction on the attitudes towards mathematics and anxiety of seventh-grade gifted students in the "Equation and Equation" unit. In this study, pretest-posttest unbalanced group experimental design was used. The study was conducted in the 2022-2023…
Descriptors: Gamification, Computer Games, Student Attitudes, Mathematics Anxiety

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