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Rubén González Vallejo, Editor – IGI Global, 2025
Artificial intelligence (AI) has been introduced into tools and technologies, such as chatbots, for language teaching, allowing educators to better meet the needs of individual students. Chatbots may act as virtual tutors in online learning environments, giving students the ability to access leaning support as needed. Chatbots can improve…
Descriptors: Artificial Intelligence, Computer Mediated Communication, Intelligent Tutoring Systems, Second Language Instruction
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José-Manuel Sáez-López; Rolando-Óscar Grimaldo-Santamaría; Mª-Pilar Quicios-García; Esteban Vázquez-Cano – Technology, Knowledge and Learning, 2024
Gamification is an educational methodology and tool that offers benefits through mechanics and dynamics. It brings motivating experiences and benefits to the instructional design approach. Several studies highlight that this methodology fosters contributions in commitment, fun, enthusiasm, motivation, satisfaction, and interaction in pedagogical…
Descriptors: Gamification, Teaching Methods, Elementary School Teachers, Foreign Countries
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Ming Wang; Jun Zhan; Tao Hu – Journal of Information Systems Education, 2024
This study introduces a modular teaching framework for business data analytics (BDA) curricula and programs. The framework integrates gamification features of the SAP business processes, ERPsim Games, and SAP data warehousing into the experiential learning of BDA curricula. The pedagogical practices of deploying the framework in an undergraduate…
Descriptors: Business Education, Data Analysis, Gamification, Experiential Learning
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Pardim, Vanessa Itacaramby; Contreras Pinochet, Luis Hernan; Viana, Adriana Backx Noronha; de Souza, Cesar Alexandre – International Journal of Information and Learning Technology, 2023
Purpose: Education is undergoing digital transformation intensified by COVID-19. In this context, gamification is an attractive alternative based on the use of elements of the games with educational purposes. However, it keeps the educational content to be learned as a central element without neglecting the "fun," which contributing to…
Descriptors: Gamification, Private Schools, Foreign Countries, Business Administration Education
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Fernando Carrión-Robles; Verónica Espinoza-Celi – Emotional & Behavioural Difficulties, 2024
This study aimed to determine the strategies for teaching English as a foreign language (EFL) to a student with attention deficit hyperactivity disorder (ADHD). It was carried out in the South of Ecuador and used the descriptive qualitative method to explore how teaching strategies impacted the behaviour and learning experiences of the ADHD child.…
Descriptors: Teaching Methods, English (Second Language), Second Language Instruction, Attention Deficit Hyperactivity Disorder
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Mario de la Puente – Interactive Learning Environments, 2024
The present study investigates the impact of the educational game Sociopolis on student engagement in the context of tenth-grade social science education. Employing a mixed-methods approach, this research examines engagement behaviors quantitatively and categorically. The participant pool consists of 183 students from four public schools in…
Descriptors: Foreign Countries, Educational Games, Gamification, Game Based Learning