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Bovermann, Klaudia; Bastiaens, Theo – Journal of Interactive Learning Research, 2019
This study investigated the use of gamification in blended learning for a bachelor's degree class in educational technology. Points and leaderboards in class were implemented to research the influence on intrinsic motivation and collaborative learning. In the quantitative part, comparative data was collected in a between-groups design. Forty-six…
Descriptors: Game Based Learning, Blended Learning, Undergraduate Students, Cooperative Learning
Koparan, Timur – International Journal of Assessment Tools in Education, 2019
Technology and games are the areas where learners are most interested in today's world. If these two can be brought together within the framework of learning objectives, they can be an advantage for teachers and students. This study aims to investigate the learning environment supported by game and simulation. The games were used to evaluate the…
Descriptors: Computer Simulation, Game Based Learning, Educational Environment, Probability
Ma. Mercedes T. Rodrigo; Jaclyn Ocumpaugh; Walfrido David Diy; Monica Moreno; Marco De Santos; Nigel Cargo; Jose Lacson; Daniel Santos; Danna Aduna; Jose Isidro Beraquit; Rex Bringula; Marie Rianne M. Caparros; Anne Tan Choi; Steve Ladan; Jaclyn Lim; Dominique Marie Antoinette Manahan; Jhoanna Michelle G. Paterno; Kristine Saturinas; Emily Tabanao; Christine Tablatin; Jo Torres; Kaska Porayska-Pomsta; Ibukun Olatunji; Rose Luckin – Computer-Based Learning in Context, 2019
Filipino learners' lack of English language proficiency is a major barrier to higher education opportunities and participation in high-value industries. Computer-based learning systems have the potential to increase educational quality, equity, and efficacy in the Global South. However, a key challenge is to design systems that are developmentally…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Computer Games
Mdlalose, Noluthando; Ramaila, Sam; Ramnarain, Umesh – International Journal of Higher Education, 2022
The development of 21st century competencies and skills in science teaching and learning is a key strategic imperative. Game-based learning platforms can be used to promote pedagogic innovation in various educational settings. Game-based applications such as Kahoot! have been increasingly used in education to facilitate meaningful enactment of…
Descriptors: Science Teachers, Science Instruction, Teacher Education Programs, Teaching Methods
Orejuela, Jerome G.; Tolin, Marife R.; Soreta, Myla O.; Ocampo, Darrel M. – Online Submission, 2022
The study aimed to determine the effectiveness of gamifying instruction in the English language proficiency of Grade 8 Filipino ESL students in one University in Bicol, Philippines, that offers Junior High School. The quasi-experimental single pretest-posttest design was used in the study. The researcher-made test which underwent series of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
Salleh, Muhamad Furkan Mat; Rauf, Rose Amnah Abd. Rauf; Saat, Rohaida Mohd; Ismail, Mohamad Hisyam – Asian Journal of University Education, 2022
This qualitative study sought to explore Malaysian novice chemistry teachers' experiences in teaching mixed-ability students during their teaching practicum, focusing on their instructional strategies for dealing with those learners in the class. The researchers employed purposive sampling to select 12 trainee teachers to be involved in…
Descriptors: Foreign Countries, Chemistry, Science Instruction, Science Teachers
Lambert, Richard – Center for Educational Measurement and Evaluation, 2022
Each game within the Ignite by Hatch™ gaming environment belongs to an overall developmental domain and skills-based subdomain and is intended to meet the developmental needs of children at specific skill levels. These skill levels (Beginning, Emerging, Intermediate, Accomplishing, and Proficient+) form an intended developmental pathway. Children…
Descriptors: Formative Evaluation, Child Development, Developmental Stages, Computer Games
Souribio, Christine N. – Online Submission, 2023
"Gamification is the process of using game thinking and game dynamics to engage audiences and solve problems", Zichermann (2011). The aim of this research is to facilitate the least-learned competencies in the English subject of students of Grade 8 in Tupi National High School for the academic year 2022-2023. With this, the researcher…
Descriptors: Problem Solving, Game Based Learning, High School Students, Language Tests
Chan, Kok Yew Gary; Tan, Swee Liang; Hew, Khe Foon Timothy; Koh, Bernie Grayson; Lim, Li Siong; Yong, Jose C. – Research and Practice in Technology Enhanced Learning, 2017
Game-based constructivist learning has gained considerable attention as educational institutions aim to move from traditional instructional teaching to interactive and collaborative methods. The question is less asked of "whether" games should be used in teaching but rather "how" games should be used to create deep learning in…
Descriptors: Torts, Game Based Learning, Games, Constructivism (Learning)
Demir, Ümit – International Journal of Computer Science Education in Schools, 2021
During recent years coding education has been an important issue in many countries. Coding education has been an important topic for these countries. One of the reasons why coding education is being discussed by educators and other partners of the schools is that it is seen as a key competence for students, and workers at developing…
Descriptors: Instructional Effectiveness, Programming, Computer Science Education, Special Education
Akçelik, Derya; Eyüp, Bircan – Education Quarterly Reviews, 2021
The purpose of the research is two-fold: firstly, to determine the effect of vocabulary teaching with intelligence games on the vocabulary knowledge of refugee students studying in primary school and learning Turkish as a second language, and secondly to investigate the opinions of the students about vocabulary teaching with intelligence games.…
Descriptors: Educational Games, Game Based Learning, Vocabulary Development, Knowledge Level
Liman Kaban, Aysegül; Karadeniz, Sirin – SAGE Open, 2021
The young generation, born into digital technologies and called Millennials or the Y-Generation, are raised in a world where everybody has a computer in their pockets (Hamari et al., 2014), and they are constantly engaged in digital activities. However, research on the impact of digital devices on learners' educational performance and motivation…
Descriptors: Foreign Countries, Elementary School Students, Grade 6, Reading Comprehension
Wan, Kelvin; King, Vivian; Chan, Kevin – Electronic Journal of e-Learning, 2021
Game-Based Learning (GBL) has been recognized as an essential tool for motivating students to engage in active and constructive learning. While there is a link between GBL and learning outcomes, current research evidence tends to undermine the interrelationships of concepts and oversimplify flow experience in the context of GBL. This study adopted…
Descriptors: Metacognition, Game Based Learning, Student Motivation, Correlation
Türk, Asena; Akcanca, Nur – Journal of Educational Leadership and Policy Studies, 2021
It is a controversial issue that magnetism is an interesting topic for children but also the concept is too abstract for the preschoolers. In this study, an action research is conducted that examines whether the designed intervention program based on STEM can be beneficial for 5-6 years old children to learn more about the specific features of the…
Descriptors: STEM Education, Kindergarten, Preschool Children, Curriculum Implementation
Amorim, Americo Nobre Goncalves Ferreira – ProQuest LLC, 2018
The present work reviewed the literature associated with the low levels of student achievement in literacy among early grade students in Brazil, the problem of practice. Under an ecological systems theory perspective, I identified that the usage of assessments, phonological awareness instruction, and quality learning materials could be key factors…
Descriptors: Kindergarten, Computer Games, Emergent Literacy, Foreign Countries

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