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Mia L. Morgan – New England College Journal of Applied Educational Research, 2023
This paper presents one elementary school librarian's experience using gamification and game-based learning in the specialist classroom. While the academic literature on gamification and game-based learning is increasing, there has not been much written on using these techniques in the specialist classroom. Using a case study method, the…
Descriptors: Gamification, School Libraries, Game Based Learning, Grade 3
Helliyatul Matlubah – International Education Journal: Comparative Perspectives, 2023
This study explores the instructional practices implemented by two Muslim homeschooling mothers living in Australia. These mothers have homeschooled their primary-aged children for at least one year. The research aims to understand Muslim homeschooling parents' pedagogical practices to apply learner-centred teaching (LCT) to cater for students'…
Descriptors: Foreign Countries, Muslims, Home Schooling, Mothers
Chen, Yu; Albert, Leslie Jordan; Jensen, Scott – Decision Sciences Journal of Innovative Education, 2022
In the past few years, an increased use of artificial intelligence (AI) by businesses across a range of industries has led to greater demand for employees with AI skills. This raises the question of how educators can introduce AI technologies to undergraduate business students while also developing their higher-order thinking skills and preparing…
Descriptors: Artificial Intelligence, Introductory Courses, Management Information Systems, Business Administration Education
Cuervo-Cely, Karen D.; Restrepo-Calle, Felipe; Ramírez-Echeverry, Jhon J. – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The purpose of this research is to examine the effect of computer-assisted gamification on the learning motivation of computer programming students. Background: The teaching-learning of computer programming involves challenges that imply using learning environments in which the student is actively involved. Gamification is an…
Descriptors: Game Based Learning, Student Motivation, Computer Science Education, Programming
Taraldsen, Lene Hayden; Haara, Frode Olav; Lysne, Mari Skjerdal; Jensen, Pernille Reitan; Jenssen, Eirik S. – Education Inquiry, 2022
This review article focuses on use of an escape room as a didactic tool in teaching and learning, as identified in empirical studies that have examined the use of escape rooms in educational contexts. The review studied the methods used to study escape rooms, what the focus of attention was, what the reported use was, and implications this has for…
Descriptors: Literature Reviews, Teaching Methods, Educational Environment, Cooperative Learning
Erümit, Semra Fis; Yilmaz, Türkan Karakus – Technology, Pedagogy and Education, 2022
In this study, gamification with game-based activities was implemented in an undergraduate information technologies course in a university. While the qualitative results of this mixed methods revealed what aspects of gamification supported students' learning in this course, the quantitative analysis of responses to pre- and post-testing showed…
Descriptors: Game Based Learning, Undergraduate Students, Student Motivation, Learner Engagement
Tahir, Faiza; Mitrovic, Antonija; Sotardi, Valerie – Research and Practice in Technology Enhanced Learning, 2022
The practice of adding game elements to non-gaming educational environments has gained much popularity. Gamification has been shown in some studies to enhance engagement, motivation and learning outcomes in technology-supported learning environments. Although gamification research has matured, there are some shortcomings such as inconsistency in…
Descriptors: Recognition (Achievement), Credentials, Outcomes of Education, Programming Languages
Evaluating Usability in Educational Technology: A Systematic Review from the Teaching of Mathematics
Molina, Odiel Estrada; Fuentes-Cancell, Dieter Reynaldo; García-Hernández, Alien – LUMAT: International Journal on Math, Science and Technology Education, 2022
The objective of this article is to determine which are the international standards and norms of usability that are used in educational technology applied to the teaching of mathematics at secondary and higher education levels, focused on two scenarios: (1) digital educational resources and virtual learning environments (VLEs), and (2) game-based…
Descriptors: Educational Technology, Usability, Mathematics Instruction, Secondary School Mathematics
Hershkovitz, Arnon; Tabach, Michal; Cohen, Anat – Journal of Educational Computing Research, 2022
In a large-scale quantitative study that adopted a learning analytics approach, we searched for associations between students' activity in a game-based online mathematics learning environment and their mathematics achievements on a national standardized test. Students were active in the environment throughout the school year, and particularly…
Descriptors: Electronic Learning, Learning Activities, Mathematics Achievement, Elementary School Students
Amukune, Stephen; Caplovitz Barrett, Karen; Józsa, Krisztián – Journal of New Approaches in Educational Research, 2022
Precise assessment of school readiness is critical because it has practical and theoretical implications for children's school and life success. However, school readiness assessment mainly relies on teacher reports and a few direct evaluations requiring a trained examiner. Studies indicate that 80% of games and apps target preschool children and…
Descriptors: Game Based Learning, Evaluation Methods, Student Evaluation, School Readiness
Afthinos, Yanni; Kiaffas, Zacharias; Afthinos, Theofilos – Technology, Knowledge and Learning, 2022
The aim of this study is to examine whether students of a sport management undergraduate course can gain knowledge in the management of a professional soccer club, by participating in a commercial serious game. Serious is considered the cyber game that its purpose exceeds entertainment. For this case study, the serious sport club management game…
Descriptors: Undergraduate Students, Administrator Education, Athletics, Video Games
Patterson, Kyle – ProQuest LLC, 2022
This dissertation is to explore the academic efficacy and relevance of two comparatively new technologies, video games and Virtual Reality (VR), how they relate to an older cultural phenomenon, theater, and how a discussion of both topics can result in a better understanding of how to supply students in the classroom with the chance to improve…
Descriptors: Computer Simulation, Video Games, Second Language Learning, Second Language Instruction
Guner-Ozer, Mediha; Belet Boyaci, S. Dilek; Özer, Fatih – International Technology and Education Journal, 2022
The present study aimed to discuss the development of an educational digital game for Turkish language instruction as a second language to foreign primary school students. First, the correlation between digital games and education was discussed, the learning and motivational theories fundamental to the educational digital games were investigated,…
Descriptors: Foreign Countries, Turkish, Second Language Instruction, Foreign Students
Avargil, Shirly – Journal of Science Education and Technology, 2022
Learning through games in general and educational escape-rooms in particular requires participants to be creative and critical thinkers, work in collaboration with others, formulate an array of thinking strategies, and be familiar with media and technology. A specially designed chemistry-themed escape-room was built as an alternative learning and…
Descriptors: Game Based Learning, Chemistry, Science Instruction, College Students
Ishaq, Kashif; Rosdi, Fadhilah; Zin, Nor Azan Mat; Abid, Adnan – Education and Information Technologies, 2022
Digital learning environments have been gaining prominence during the last few years. In particular, the rising usage of mobile devices, including smartphones and tabs, has invited researchers to design and develop learning applications and games for such platforms. Mobile applications and games have been developed for learning languages like many…
Descriptors: Educational Games, Language Acquisition, Handheld Devices, Computer Oriented Programs

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