Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 4 |
| Since 2017 (last 10 years) | 4 |
| Since 2007 (last 20 years) | 4 |
Descriptor
Source
| International Journal of… | 4 |
Author
Publication Type
| Journal Articles | 4 |
| Reports - Research | 4 |
| Tests/Questionnaires | 1 |
Education Level
| Higher Education | 2 |
| Postsecondary Education | 2 |
| Secondary Education | 2 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Mohd Nasir, Siti Munirah; Zamzamir, Zamzana; Mohd Tajudin, Nor'ain; Shafie, Sabarina; Ahmat, Norhayati; Hasan, Norsida – International Journal of Educational Methodology, 2023
This study focused on the development of teaching aids for the topic of Isometric Transformations for Form 2 students in Malaysia. The first objective was to determine the usability of teaching aids in the isometric transformations kit integrates gamebased learning (GBL) Method (KitTI Method) and the second objective was to examine the…
Descriptors: Game Based Learning, Learning Motivation, Academic Achievement, Teaching Methods
Azlinah Abdul Rahman; Sheerad Sahid; Nurfaradilla Mohamad Nasri – International Journal of Educational Methodology, 2023
Active learning (AL) techniques invite students to participate actively, either physically or mentally, in the learning process so that they can change their behavior efficiently to achieve great achievement. Still, there is insufficient knowledge concerning the dimensions of AL techniques for business subjects of secondary school students in…
Descriptors: Active Learning, Business Administration Education, Secondary School Students, Foreign Countries
Nozhovnik, Oleh; Harbuza, Tetiana; Teslenko, Natalia; Okhrimenko, Olena; Zalizniuk, Viktoriia; Durdas, Alla – International Journal of Educational Methodology, 2023
The purpose of this study was to examine the potential impact of integrating the Smart Sender platform to gamify and automate L2 e-classes on students' motivation, English language proficiency in reading and language use, engagement, and attitudes towards the platform. This experimental research employed a quasi-experimental design, specifically a…
Descriptors: Second Language Learning, Second Language Instruction, Artificial Intelligence, Computer Assisted Instruction
Cabrera-Solano, Paola – International Journal of Educational Methodology, 2022
This study aimed to analyze the effect of game-based learning (GBL) through the use of Genially in English as a foreign language (EFL) online instruction. The participants were 61 EFL undergraduate students, who were distributed into an experimental group (32 students), and a control group (29 students). Their ages ranged from 22 to 56 years old,…
Descriptors: Game Based Learning, Higher Education, Academic Achievement, Student Attitudes

Peer reviewed
