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Emma Awuor Agola – ProQuest LLC, 2020
Despite the advantages and increase in popularity of self-directed e-learning, this mode of learning is still reported to suffer from low voluntary enrollment rates, high learner dropout rates, as well as low retention of learning. Although there is a paucity of motivation research with regard to self-directed e-learning, a considerable number of…
Descriptors: Employees, Electronic Learning, Academic Achievement, Academic Persistence
Steven H. Wong – ProQuest LLC, 2021
The United States prioritized increasing the number of underrepresented undergraduate students who completed degrees in STEM fields. The ongoing challenge was to create a diverse workforce to maintain the country's global competitiveness. Higher education rolled out intervention programs to help underrepresented students stay on track and graduate…
Descriptors: Undergraduate Students, Disproportionate Representation, STEM Education, School Orientation
Ernest Opoku-Agyemang – ProQuest LLC, 2020
Background: Chronic disease management constitutes a special challenge in the United States due to deficiencies in the healthcare system. Chronic disease self-management (CDSM) using technology and gaming principles is a promising way to overcome these challenges. Yet, there are few disease-specific apps to benefit the populations likely to…
Descriptors: Disease Control, Health Education, Drug Use, Pharmaceutical Education
Michal Vorlicek; David Prycl; Josef Heidler; Manuel Herrador-Colmenero; Jitka Nabelkova; Josef Mitas; Erica Hinckson; Sandra Mandic; Karel Frömel – Smart Learning Environments, 2024
This study addresses the issue of insufficient physical activity (PA) among youths. The emergence of gamified interventions, such as Gamifiter web portal, offers a novel approach to promoting healthy habits and increasing intrinsic motivation for PA. Gamifiter engages users in virtual challenges linked to daily step counts and progress on a…
Descriptors: Parents, Middle School Students, Grade 7, Foreign Countries
Abha Verma – Journal of Chemical Education, 2022
Activities and strategies will be discussed that have helped students at the Xavier University of Louisiana, a historically Black and Catholic university, effectively engage in the course and learn organic chemistry in an online synchronous remote mode during the five-week summer session courses (summer 2020 and summer 2021) using video-creations,…
Descriptors: African American Students, College Students, Black Colleges, Catholics
Pineda, Hedeliza; Lorca, Anne; Cortes, Sylvester; Gador, Sunliegh; Mangompit, Rowanne Marie; Pacaldo, Frances Jay; Lorca, Elven – Advanced Education, 2022
Anchored on Evans' professional development (PD) model, this study aimed to develop, implement, and evaluate a professional development program on designing participatory action research (PAR) projects for basic education teachers. The teachers are from Junior and Senior High School teaching English, Mathematics, and Science. The PD program…
Descriptors: Faculty Development, Design, Participatory Research, Action Research
Panyajamorn, Titie; Suanmali, Suthathip; Kohda, Youji – Journal of Educators Online, 2022
This study investigates the effectiveness and knowledge retention of elearning models that could solve education problems in rural areas by considering two different examples: massive online open courses (MOOCs) and gamification hybrid learning. The study also proposes suitable and effective features that could influence student abilities in the…
Descriptors: Foreign Countries, MOOCs, Public Schools, Program Effectiveness
Szabó, Fruzsina; Abari, Kálmán; Balajthy, Dániel; Polonyi, Tünde – Teaching English with Technology, 2022
When it comes to language learning and teaching, one of the major issues that needs to be tackled is the large differences between students in terms of school performance, especially socially disadvantaged children who tend to lag behind their peers. Research on language teaching tends to focus on the average learner, thus leaving little room for…
Descriptors: Gamification, Economically Disadvantaged, Second Language Learning, English (Second Language)
García-Peñalvo, Francisco José, Ed.; García-Holgado, Alicia, Ed. – Lecture Notes in Educational Technology, 2023
This TEEM 2022 Conference (International Conference on Technological Ecosystems for Enhancing Multiculturality) Proceedings reflects the most outstanding advances, with a multidisciplinary perspective, in the technological ecosystems that support the Knowledge Society building and development. With its learning technology-based focus using a…
Descriptors: Interdisciplinary Approach, Conference Papers, Technology Uses in Education, Information Science
Theo Bastiaens Ed. – Association for the Advancement of Computing in Education, 2023
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in Vienna,…
Descriptors: Higher Education, Educational Technology, Foreign Countries, Interaction
Lori Lye – ProQuest LLC, 2021
Duolingo is arguably the most popular language learning app available today, as measured by its metric of achieving 500 million downloads in 2020, yet remarkably little research has been conducted regarding its implementation or efficacy as a language-learning tool. The handful of studies that do exist have found positive outcomes, although…
Descriptors: Language Acquisition, Handheld Devices, Telecommunications, Computer Oriented Programs
Yu Yan – ProQuest LLC, 2019
Nowadays, our understanding of the role of educational assessments has shifted from summative assessments to formative assessments. Technology has played an important role in this transition, and computer-based assessments have become popular these days. Echoing this global transition, China's Ministry of Education (CMOE) initiated a reform in the…
Descriptors: Gamification, English (Second Language), Second Language Learning, Student Participation
Yassin, Baderaddin; Abugohar, Mohammed Abdulgalil – Teaching English with Technology, 2022
The lack of opportunities to practice the English language outside the English as a Foreign Language (EFL) classroom can prevent English language learners (ELLs) from promoting their language proficiency to high standards. This lack makes the progress from one level of English to the next one a hard mission for Arab students. Subsequently,…
Descriptors: Gamification, Computer Assisted Instruction, Handheld Devices, Second Language Learning
Cynthia Cipriano Bullard – Journal of Interdisciplinary Teacher Leadership, 2016
The terms gamification and game-based learning (GBL) are sometimes used interchangeably, but they are not the same. GBL combines video games with educational concepts that allow students to apply their knowledge in an augmented reality (Cheng, Kuo, Lou & Shih, 2012), while gamification is defined as a process: "using game thinking and…
Descriptors: Gamification, Game Based Learning, Differences, Motivation
Timothy E. Allen; Shannon D. Barker – Biomedical Engineering Education, 2021
The COVID-19 induced abrupt transition to online learning that occurred in the Spring of 2020 presented particular challenges to the adaptation of hands-on laboratory courses in biomedical engineering. This paper describes the transition of such a course in one undergraduate program, assessment of this transition, and how this assessment has led…
Descriptors: COVID-19, Pandemics, Gamification, Laboratories

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