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Tianqi Huang; Zhenan Feng; Daniel Paes; Fei Ying; Xilei Zhao; Max Kinateder; E. R. Langer; Ruggiero Lovreglio – Journal of Computer Assisted Learning, 2025
Background: Wildfires have become increasingly frequent and destructive, highlighting the need for more effective public education on safety and preparedness. Gamification, the use of game design elements in non-game contexts, offers a promising strategy to enhance learner engagement and educational effectiveness compared to traditional methods.…
Descriptors: Natural Disasters, Fire Protection, Safety Education, Gamification
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Ngeri Anita Ikpat – European Journal of Education, 2025
This study investigated teachers' perceptions on the impact of gamification on student engagement and learning outcomes in Nigerian primary schools, aiming to bridge the gap between traditional teaching methods and contemporary learner needs. A mixed-methods approach was utilised, involving quantitative and qualitative data collection through an…
Descriptors: Foreign Countries, Teacher Attitudes, Gamification, Learner Engagement
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Ruta Pirta-Dreimane; Agne Brilingaite; Evita Roponena; Karen Parish; Janis Grabis; Ricardo Gregorio Lugo; Martinš Bonders – Technology, Knowledge and Learning, 2025
Incorporating gamification elements and innovative approaches in training programs are promising for addressing cybersecurity knowledge gaps. Cybersecurity education should combine hard and soft skill development when building the capacity to manage cyber incidents requiring timely communication, team collaboration, and self-efficacy in risk…
Descriptors: Computer Security, Computer Science Education, Educational Games, Gamification
Sheldon L. Eakins – ASCD, 2025
In this insightful and practical book, educator Sheldon L. Eakins sheds light on a pressing but often overlooked challenge in today's education system: the cultural disconnect between classroom norms and the diverse backgrounds of students. With a blend of analysis and hands-on teaching strategies, Eakins deftly explores the intersection of…
Descriptors: Classroom Techniques, Educational Strategies, Teaching Methods, Norms
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Zhihui Zhang; Jenifer Crawford – Education and Information Technologies, 2024
Over the past few years, the world's attention has been focused on gaming systems and their application in education through gamification, incorporating game features into learning tools. Against this backdrop, this study aims to investigate the motivation of EFL learners in a Gamified Formative Assessment (GFA). Theoretical insights from…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Gamification
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Veronica Membrive, Editor – IGI Global, 2024
"Practices and Implementation of Gamification in Higher Education" is a comprehensive book that explores the integration of gamification in tertiary education as an innovative approach to teaching and learning. By leveraging the mechanics of games, educators are able to achieve enhanced results, foster critical thinking, and promote…
Descriptors: College Faculty, Gamification, Game Based Learning, Educational Games
Stephanie Morgan Ruiz – ProQuest LLC, 2024
This study addressed the following research questions: 1) What is the effect of differentiated gamified instruction on the cognitive engagement of ninth grade students in the unit of plant and animal systems? 2) What is the effect of differentiated gamified instruction on the behavioral engagement of ninth grade biology students in the unit of…
Descriptors: Individualized Instruction, Science Instruction, Teaching Methods, Gamification
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Yanying Chen; Yaoxin Tan; Yuhui Wang – Interactive Learning Environments, 2024
We designed a microbial science popularization product based on virtual reality technology, "Micro World -- Exploring the Microbial Kingdom," and conducted usability tests. Participants used head-mounted VR glasses to experience virtual scenarios teaching microbiological knowledge. The product's user experience was evaluated through a…
Descriptors: Computer Simulation, Science Education, Microbiology, Computer Peripherals
Editorial Projects in Education, 2024
Modernizing classrooms can empower educators and spark engagement to better prepare students for the digital age. This Spotlight will help you leverage technology to meet students' individual needs; learn how one district is using AI to heighten instruction and optimize teachers' time; review the tech skills students need for the digital age;…
Descriptors: Teacher Empowerment, Learner Engagement, Educational Technology, Technology Uses in Education
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María-del-Mar Romero-Alemán – Anatomical Sciences Education, 2024
The present retrospective, descriptive, and quasi-experimental study aimed to explore students' perceptions of traditional teaching combined with gamified and nongamified e-tests for postlecture reinforcement. Midterm knowledge retention and academic performance were also analyzed. The study was conducted from February 2021 to May 2022, involving…
Descriptors: Gamification, Tests, Computer Assisted Testing, Biology
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Patcharin Panjaburee; Gwo-Jen Hwang; Ungsinun Intarakamhang; Niwat Srisawasdi; Pawat Chaipidech – Cogent Education, 2024
Previous studies have designed educational methods to cultivate digital citizenship behavior and support the construction of knowledge. However, these methods have not well incorporated personalized feedback mechanisms for enhancing digital citizenship knowledge. Therefore, this study proposed an algorithm that combines concept-effect propagation,…
Descriptors: Educational Games, Individualized Instruction, Outcomes of Education, Visual Learning
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S. Dumas Reyssier; A. Serna; S. Hallifax; J.-C. Marty; S. Simonian; E. Lavoué – Interactive Learning Environments, 2024
The gamification approach is often used in educational settings, with widely varying results on learner motivation. A new trend emerged these last years on adaptive gamification to fit learners' preferences for game mechanics, but little is known on how the adaptation of different game elements impacts different types of learner motivation. In…
Descriptors: Gamification, Student Motivation, Student Characteristics, Secondary School Students
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Ewa Jurczyk-Romanowska – European Journal of Education (EJED), 2024
The paper presents conclusions from research into the opportunities to employ games in university education and it constitutes a description of a number of projects carried out at the Institute of Pedagogy at the University of Wroclaw. The project encompassed: (1) the use of location-based games in cultural education classes (Kulturalny Wroclaw…
Descriptors: Game Based Learning, College Students, Foreign Countries, Teaching Methods
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Nicola Urquhart; Joanne Lee; Eileen Wood – Journal of Research in Childhood Education, 2024
The accessibility of mobile technologies opens a new world of possibilities for parents to support their children's learning through game-based numeracy apps. Carefully designed numeracy apps can be effective at improving children's foundational numeracy skills. In the absence of industry standards for quality, however, it is important to…
Descriptors: Foreign Countries, Preschool Children, Mathematics Education, Handheld Devices
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Robert Knipe – Journal of Physical Education, Recreation & Dance, 2024
How physical education teachers approach standards-based assessment of the new National Physical Education Standards is yet to be determined. But the use of technology for assessments may be one way to support and empower students in the education process toward physical literacy. This article focuses on the ways in which educators have adopted a…
Descriptors: Academic Standards, Educational Change, Student Evaluation, Technology Uses in Education
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