NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 196 to 210 of 799 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Emily J. Summers; Elahe Mahmoudi; Jonathan Vontsteen; Kimberly A. Conner; Megan C. Wiedeman – Journal of Interactive Learning Research, 2025
This study qualitatively examined an integrated cross-community approach to augmenting research courses with (a) non-competitive gamification and (b) AI. Unlike other studies, ours was proactive, non-COVID derived, non-competitive, and rooted in a variety of instructional and technology expertise resources. Its three aims were (1) increasing…
Descriptors: Gamification, Artificial Intelligence, Technology Uses in Education, Technology Integration
Peer reviewed Peer reviewed
Direct linkDirect link
Frédéric Hapiot; Pierre-Edouard Danjou; François Delattre; Solen Josse; Véronique Bonnet – Journal of Chemical Education, 2025
The ability to elucidate the structure of organic compounds from their nuclear magnetic resonance (NMR), infrared (IR), and mass spectrometry (MS) spectra is an essential skill, particularly for those engaged in the fields of synthetic and analytical organic chemistry. Spectral analysis constitutes a fundamental component of the curriculum for all…
Descriptors: Undergraduate Students, College Science, Organic Chemistry, Spectroscopy
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Shahzeb Khan; Varshaa Srivel; Michael Wong – Teaching & Learning Inquiry, 2025
Learning management systems (LMS) are essential components of courses, yet student engagement on these platforms remains a significant challenge. Traditionally, grades have been used to incentivize student engagement, but this approach comes with drawbacks. In this paper, we explored an alternative form of incentivization, gamification, that has…
Descriptors: Learner Engagement, Learning Management Systems, Gamification, Asynchronous Communication
Peer reviewed Peer reviewed
Direct linkDirect link
José Nunes da Silva Júnior; Maria do Socorro Caldas Teotônio; Maria Elenir Nobre Pinho Ribeiro; Jeanny da Silva Maciel; Alda Karine Medeiros Holanda; Francisca Gleyciara Cavalcante Pinheiro; Maria Clara de Oliveira Alexandre; David Salviano de Oliveira; Antonio Jose´ Melo Leite Junior – Journal of Chemical Education, 2025
This article describes the design, implementation, and evaluation of the gamification of laboratory activities in a General Chemistry course at the Federal University of Ceará in Brazil. In the gamified laboratory, seven experiments traditionally performed in the course were transformed into ten missions, incorporating game elements such as…
Descriptors: Gamification, Science Laboratories, Chemistry, Science Experiments
Peer reviewed Peer reviewed
Direct linkDirect link
Zhang, Qi – Education and Information Technologies, 2022
This study investigated the actual efficiency of ludicization, ludic metaphorization of educational contexts, by identifying whether it exerted counterproductive effects on learning achievement, intrinsic motivation, and extrinsic motivation. Seventy participants were divided into the ludicization and traditional didactic groups. According to the…
Descriptors: Academic Achievement, Student Motivation, Gamification, Handheld Devices
Benjamin Gentry – ProQuest LLC, 2021
Currently, in traditional higher education courses, the design of failure and its perceived and applied consequences have created an atmosphere of learning where students are often afraid to explore, try, and engage. Furthermore, when the same students do attempt goals and are met with failure, they are often dejected and demotivated. Yet, the…
Descriptors: Student Experience, Gamification, College Students, Failure
Peer reviewed Peer reviewed
Direct linkDirect link
Fazlida Dahalan; Norlidah Alias; Mohd Shahril Nizam Shaharom – Education and Information Technologies, 2024
Games have been used as a learning tool for centuries. Gamification and game-based learning are becoming more prominent in educational settings for several reasons. When it comes to learning, being focused and immersed can massively improve a student's experience. The purpose of this study is to map the emerging trends of gamification and…
Descriptors: Gamification, Game Based Learning, Vocational Education, Educational Research
Peer reviewed Peer reviewed
Direct linkDirect link
Stefan E. Huber; Kristian Kiili; Steve Nebel; Richard M. Ryan; Michael Sailer; Manuel Ninaus – Educational Psychology Review, 2024
This perspective piece explores the transformative potential and associated challenges of large language models (LLMs) in education and how those challenges might be addressed utilizing playful and game-based learning. While providing many opportunities, the stochastic elements incorporated in how present LLMs process text, requires domain…
Descriptors: Artificial Intelligence, Language Processing, Models, Play
Peer reviewed Peer reviewed
Direct linkDirect link
Assel Akhmetova; Zhanat Karmanova; Shnar Demissenova; Nurgul Sadvakassova; Kanat Koshkumbaev – Open Education Studies, 2024
The model for implementing pedagogical technologies to the develop cognitive processes of secondary education students is highly significant in the present era. The purpose of the study is to substantiate and practically test some pedagogical technologies used in the process of secondary education. To investigate this issue in more detail,…
Descriptors: Foreign Countries, Secondary Schools, Grade 7, History
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Kübra Eertan Sevk; Selay Arkun Kocadere – Journal of Theoretical Educational Science, 2024
This study explores the personalization of gamification in educational contexts, particularly adaptive approaches to meet diverse learner needs. The study examines terminologies and offer definitions for adaptive, tailored, personalized, and customized gamification. Personalization serves as an umbrella term covering any changes in the process.…
Descriptors: Literature Reviews, Gamification, Educational Environment, Media Adaptation
Albert Bryant – ProQuest LLC, 2024
In the secondary school setting, student engagement with mathematics has been declining for various reasons and for a significant amount of time. Gamification and standards-based grading are strategies that have the potential to improve student engagement with mathematics. The problem was poor student engagement with classroom activities in…
Descriptors: Secondary School Mathematics, Gamification, Student Attitudes, Learner Engagement
Peer reviewed Peer reviewed
Direct linkDirect link
Zhanni Luo – Educational Technology Research and Development, 2024
This study is to develop and validate a scale that measures the acceptance intention of secondary school teachers toward gamified English-as-a-foreign-language (EFL) tools. Drawing upon the technology acceptance models (TAM) and related frameworks, we synthesized a framework that includes six main factors contributing to teachers' acceptance…
Descriptors: Teacher Attitudes, Language Teachers, English (Second Language), Gamification
Peer reviewed Peer reviewed
Direct linkDirect link
Chun-Yen Tsai; Yun-An Chen; Fu-Pei Hsieh; Min-Hsiung Chuang; Chien-Liang Lin – Journal of Educational Computing Research, 2024
In higher education, it is challenging to cultivate non-computer science majors' programming concepts. This study used the GAME model (gamification, assessment, modeling, and enquiry) in a programming education course to enhance undergraduates' self-efficacy and performance of basic programming concepts. There were 83 undergraduates taking part in…
Descriptors: Programming, Undergraduate Students, Self Efficacy, Gamification
Peer reviewed Peer reviewed
Direct linkDirect link
Ahmed Hosny Saleh Metwally; Ronghuai Huang; Paula Toledo Palomino; Ahmed Mohamed Fahmy Yousef – Education and Information Technologies, 2024
Gamifying online homework activities and learning assignments is an effective approach to facilitate students' engagement and enjoyment. While incorporating game elements to gamify homework and learning assignments promoted positive psychological and learning outcomes, the mere use of these elements brings several flaws associated with the gameful…
Descriptors: Gamification, Homework, Instructional Effectiveness, Motivation
Peer reviewed Peer reviewed
Direct linkDirect link
Sharron DeRosier; Angela Atwell – Journal of Faculty Development, 2024
Whether required or optional, faculty professional development offerings must be built upon a strong foundation and scaffolded to provide structure and support initially, with increasing theoretical connections and practical applications. Understanding the faculty population and providing experiences that meet their needs, while also providing…
Descriptors: Faculty Development, Teacher Effectiveness, Educational Quality, Online Courses
Pages: 1  |  ...  |  10  |  11  |  12  |  13  |  14  |  15  |  16  |  17  |  18  |  ...  |  54