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Matipa Ricky Ngandu; David Risinamhodzi; Godwin Pedzisai Dzvapatsva; Courage Matobobo – Discover Education, 2023
ICT tools in education are widely used to support the aim of achieving learning outcomes by improving critical areas such as student engagement, participation, and motivation. In this study, we examine literature to explore how game elements are used in capturing students' interest, which the study suggests is fundamental to the teaching and…
Descriptors: Student Interests, Computer Software, Engineering Education, Gamification
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Iago Rodrigues Agualuza; Silvana Morita Melo; Lina Garcés; Vânia de Oliveira Neves – Informatics in Education, 2025
Modern software companies prioritize high-quality products for competitiveness, and Software Process Improvement (SPI) models help achieve this. In Brazil, the Brazilian Software Process Improvement Model ("MPS-SW" model) is widely used, but its complexity and extensive documentation make it challenging to teach in undergraduate courses.…
Descriptors: Educational Games, Teaching Methods, Computer Science Education, Computer Software
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Zhihan Wang – Education and Information Technologies, 2025
The integration of classical and modern teaching strategies enables the creation of an effective educational environment that meets the needs of various types of learners. The aim of this study is to explore the potential for integrating mobile applications into vocal education by analyzing their accessibility and effectiveness as learning tools,…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Computer Oriented Programs
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Paula Gil Ruiz – Discover Education, 2024
This research examines the impact of gamification on the development of critical thinking skills to counter misinformation, focusing specifically on students' roles as developers of educational software. Involving 107 university students, this study employs an experimental pretest-posttest methodology. An educational Escape Room was implemented,…
Descriptors: Gamification, Teaching Methods, Social Media, Sustainability
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Felipe A. Feichas; Rodrigo D. Seabra – Informatics in Education, 2023
This research discusses the use of a gamified web platform for studying software modeling with Unified Modeling Language (UML). Although UML is constantly being improved and studied, many works show that there is difficulty in teaching and learning the subject, due to the complexity of its concepts and the students' cognitive difficulties with…
Descriptors: Gamification, Computer Software, Models, Teaching Methods
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Abdullah Kalay; Yüksel Deniz Arikan – Journal of Educational Technology and Online Learning, 2023
Since motivation is known to be a critical factor, approaches, methods, techniques, and materials that would affect motivation positively are utilized in learning and teaching processes. Gamification is used by including game components into teaching processes to enhance students' motivation, attract their attention to the lesson and boost…
Descriptors: Instructional Materials, Gamification, Student Motivation, Academic Achievement