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Showing 1 to 15 of 23 results Save | Export
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Assel Akhmetova; Zhanat Karmanova; Shnar Demissenova; Nurgul Sadvakassova; Kanat Koshkumbaev – Open Education Studies, 2024
The model for implementing pedagogical technologies to the develop cognitive processes of secondary education students is highly significant in the present era. The purpose of the study is to substantiate and practically test some pedagogical technologies used in the process of secondary education. To investigate this issue in more detail,…
Descriptors: Foreign Countries, Secondary Schools, Grade 7, History
Emmanuel Dumbuya – Online Submission, 2025
The exponential growth of online learning has catalyzed significant pedagogical innovations and transformed the educational landscape. This paper explores the emerging trends in online learning, including the shift towards blended learning, the rise of personalized learning, and the integration of technology-enhanced pedagogical practices. The…
Descriptors: Educational Trends, Electronic Learning, Educational Innovation, Teaching Methods
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Arthur Dela Peña – Research in Learning Technology, 2025
Traditional teaching methods in Aircraft Maintenance Technology (AMT) often struggle to maintain student engagement, motivation, and knowledge retention. While gamification has been recognised as a potential solution, its application in AMT education remains underexplored, particularly in bridging theoretical knowledge with practical skill…
Descriptors: Foreign Countries, Aviation Mechanics, Gamification, Technology Uses in Education
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Duygu Gur; Yalin Kilic Turel – Turkish Online Journal of Distance Education, 2025
Different variables such as motivation, achievement, and engagement have been investigated in studies on gamification in the field of educational technologies. However, the obtained results differ, which emphasizes the need for studies based on concrete findings related to current trends and needs. In this study, we aim to reveal current research…
Descriptors: Educational Research, Gamification, Learner Engagement, Student Motivation
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Moore, Stephanie L.; Baca, Olivia; Ahrens, Charis – Educational Technology Research and Development, 2023
This scoping review of research explores the use of educational technologies for adult literacy, specifically for those with low literacy skills. The sample explores research published since 2010 across four major databases, yielding 21 relevant peer-reviewed articles published through the end of 2020. Half of the final included studies were…
Descriptors: Educational Technology, Technology Uses in Education, Adult Literacy, Foreign Countries
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Mohd Kamal Othman; Sim Kah Ching – Education and Information Technologies, 2024
This study investigates the impact of gamified learning, specifically through computerised and paper-based board games, compared to conventional teaching methods on science education for 10-year-old students. We conducted an experimental design with 574 Malaysian Type Chinese Primary School participants, using pre-and post-tests, questionnaires,…
Descriptors: Gamification, Science Education, Learner Engagement, Student Motivation
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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
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Maria Valentina Toral Murillo; Melissa Fernandez Torres; Karen Itzel Mexicano Muro; Elvira Rodriguez Flores – Journal of Education and e-Learning Research, 2025
Innovations have been made to educational strategies in health sciences to increase intrinsic motivation in students which helps generate a significant and active learning in students with the help of methodologies, such as gamification, using escape rooms (ER) and the use of digital tools, such as the Sectra Table. The objective of this study is…
Descriptors: Foreign Countries, Medical Students, Nursing Students, Student Motivation
Paul Marks – ProQuest LLC, 2021
Recent studies have indicated that gamification, the process of using game-like elements in nongame situations, increases student engagement and comprehension. The problem was that little is known about the extent to which digital elements of gamification are being used to help engage students in high school classes in Alaska. The purpose of this…
Descriptors: High School Teachers, Gamification, Learner Engagement, Teaching Methods
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Samira Syal; John L. Nietfeld – Journal of Educational Psychology, 2024
A growing body of research suggests that comprehension of expository texts presented digitally is a challenging endeavor, particularly for children. Many reading interventions, both from traditional classroom settings and computer-based contexts, have focused on much needed strategy instruction but have simultaneously neglected a focus on…
Descriptors: Game Based Learning, Grade 5, Reading Comprehension, Reading Motivation
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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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Núñez-Pacheco, Rosa; Barreda-Parra, Aymé; Castro-Gutierrez, Eveling; Turpo-Gebera, Osbaldo; Aguaded, Ignacio – Journal of Technology and Science Education, 2023
The COVID-19 pandemic has produced profound changes in higher education, with the replacement of face-to-face instruction with distance or remote education, which involves the management of digital skills by teachers and students. The purpose of this research is to analyze the perception of professors with regard to digital skills and the use of…
Descriptors: College Faculty, Teacher Attitudes, Educational Technology, Gamification
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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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Halimeh Khattib; Dorit Alt – Education and Information Technologies, 2024
Digital technology has broadened educational opportunities in science, positioning gamification as a pivotal tool. However, its full potential in enhancing science education has not been thoroughly explored. Addressing this research gap, this study delves into the less examined aspects of gamification within science education. Employing a…
Descriptors: Educational Technology, Technology Uses in Education, Science Education, Gamification
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Torbjørn Netland; Rafael Lorenz; Daniel Kwasnitschka; Julian Senoner; Clemens Gróf – INFORMS Transactions on Education, 2024
The authors develop, use, and evaluate a spherical video-based virtual reality (SVVR) app for teaching operations management. The app contains a 360-degree photo- realistic copy of real factory environments with blended information and gamified exercises. To solve a learning assignment, students virtually immerse themselves in the factory using…
Descriptors: Computer Simulation, Industry, Video Technology, Visual Aids
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