NotesFAQContact Us
Collection
Advanced
Search Tips
Laws, Policies, & Programs
Assessments and Surveys
Florida State Student…1
What Works Clearinghouse Rating
Showing 16 to 30 of 146 results Save | Export
Kimberly A. Redman; Darunporn Honghern – ProQuest LLC, 2024
The Gamification Game ON! Starter Kit provides educators with resources and instruction to create a gamified classroom. This kit aims to simplify the process for educators while maintaining their creative freedom, and outlines a summary of the research, design, and development of an educator kit to incorporate gamification in their classroom.…
Descriptors: Gamification, Teaching Methods, Educational Games, Game Based Learning
Darunporn Honghern; Kimberly A. Redman – ProQuest LLC, 2024
The Gamification Game ON! Starter Kit provides educators with resources and instruction to create a gamified classroom. This kit aims to simplify the process for educators while maintaining their creative freedom, and outlines a summary of the research, design, and development of an educator kit to incorporate gamification in their classroom.…
Descriptors: Gamification, Teaching Methods, Educational Games, Game Based Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Ivanilse Calderon; Williamson Silva; Eduardo Feitosa – Informatics in Education, 2024
Teaching programming is a complex process requiring learning to develop different skills. To minimize the challenges faced in the classroom, instructors have been adopting active methodologies in teaching computer programming. This article presents a Systematic Mapping Study (SMS) to identify and categorize the types of methodologies that…
Descriptors: Foreign Countries, Undergraduate Study, Programming, Computer Science Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Szabó, Fruzsina; Kopinska, Marta – Hungarian Educational Research Journal, 2023
Over the past few years, the concept of gamification has gained increased attention in foreign language teaching research as it demonstrates potential to promote motivation and learner engagement. The authors of the paper believe that gamification can become an innovative and promising tool to help students overcome their motivational…
Descriptors: Gamification, Second Language Learning, Instructional Innovation, Student Motivation
Peer reviewed Peer reviewed
Direct linkDirect link
Ricardo Marcos; André Gomes; Marta Santos; António Coelho – Anatomical Sciences Education, 2025
Histology is a preclinical subject transversal in medical, dental, and veterinary curricula. Classical teaching approaches in histology are often undermined by lower motivation and engagement of students, which may be addressed by innovative learning environments. Herein, we developed a serious game approach and compared it with a classical…
Descriptors: Veterinary Medical Education, Game Based Learning, Gamification, Learner Engagement
Peer reviewed Peer reviewed
Direct linkDirect link
Pedro Sanz-Angulo; Jesús Galindo-Melero; Santiago De-Diego-Poncela; Óscar Martín – Education and Information Technologies, 2025
In the dynamic and complex environment of industrial engineering, soft skills have become fundamental elements to achieve professional success. This work analyzes (i) how industrial engineering students at the University of Valladolid in Spain perceive the effect of a teaching methodology (characterized by a sound and systematic integration of…
Descriptors: Soft Skills, Higher Education, Engineering Education, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
David Ingham; Seema Jaisimha Terry; Lamia A. Khader – International Journal of Game-Based Learning, 2025
The teacher's role in student motivation, and the strategies they employ to enhance their learners desire to study, has long be seen as an essential component of learning in the second language English classroom. This study has sought to explore the motivational impact of the teachers' use of the game-based response system Kahoot within an English…
Descriptors: Foreign Countries, College Students, Second Language Learning, English (Second Language)
Peer reviewed Peer reviewed
Direct linkDirect link
Hatice Sancar-Tokmak; Senem Bostanci – British Educational Research Journal, 2025
Few studies have explored the effects of non-digital gamification on K-12 students' speaking skills, leaving a gap in understanding the effective gamified features for enhancing foreign language speaking. This action research study aimed to improve students' speaking skills through various non-digital gamification activities. The sample consisted…
Descriptors: Elementary School Students, Grade 3, Gamification, English (Second Language)
Peer reviewed Peer reviewed
Direct linkDirect link
Lorena Latre-Navarro; Alejandro Quintas-Hijós; María José Sáez-Bondía – Journal of Science Education and Technology, 2025
According to self-determination theory, frustration of basic psychological needs (autonomy, competence, and relatedness) leads to ill-being and negatively affects the learning process. The present study aimed to analyze the effects of a gamified creativity-based teaching method of human anatomy on basic psychological needs frustration compared…
Descriptors: Anatomy, Human Body, Science Education, Gamification
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
Purvi Shah; Nandini Ajit Gadekar; Steven S. Taylor – Journal of Marketing Education, 2025
Marketing education has undergone a significant shift toward experiential learning and interactive pedagogical approaches. This article demonstrates the potential of educational escape rooms (EERs) as a novel and innovative tool for enhancing student engagement in marketing education. Building on the literature on experiential learning, game-based…
Descriptors: Gamification, Educational Games, Competition, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
Jonas da Silva Teixeira; Alan César Belo Angeluci; Paulo Prates Junior; José Guilherme Prado Martin – Journal of Biological Education, 2024
Gamifying is related to the motivational gain and engagement of participants in these systems, even in situations not exclusively related to the creative and entertainment industry. In the Biology teaching context, motivational strategies have fundamental importance to the learning process. The aim of this work was to investigate the development…
Descriptors: Biology, Science Instruction, Educational Games, Educational Research
Peer reviewed Peer reviewed
Direct linkDirect link
Davor Cotoras; Felipe Valenzuela-Ibaceta; Diego Salas; Franco Cárdenas – Biochemistry and Molecular Biology Education, 2024
This article presents a study on the implementation of a virtual escape-room game as a novel teaching methodology in biochemistry education. The game aimed to engage students in producing monoclonal antibodies against SARS-CoV-2 while reinforcing theoretical concepts and fostering teamwork. Three versions of the game were tested, incorporating…
Descriptors: Gamification, Teaching Methods, Biochemistry, Science Education
Peer reviewed Peer reviewed
Direct linkDirect link
Ernesto Pacheco-Velazquez; Virginia Rodés Paragarino; Leonardo David Glasserman; Martina Carlos Arroyo – Journal of International Education in Business, 2024
Purpose: Higher education is undergoing a significant transformation, demanding a rethinking of instructional methods, the establishment of novel assessment frameworks and the incorporation of state-of-the-art technologies to advance the development of learning competencies. The use of simulations is an alternative that offers satisfactory results…
Descriptors: Foreign Countries, Higher Education, Teaching Methods, Independent Study
Pages: 1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  10