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Lishi Liang; W. L. Quint Oga-Baldwin; Kaori Nakao; Luke K. Fryer; Alex Shum – Technology in Language Teaching & Learning, 2024
Phonological processing of written characters has been recognized as a crucial element in acquiring literacy in any language, both native and foreign. This study aimed to assess Japanese primary school students' phoneme-grapheme recognition skills using both paper-based and touch-interface tests. Differences between the two test formats and the…
Descriptors: Phoneme Grapheme Correspondence, Language Tests, Gamification, Elementary School Students
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Loukia David; Netta Weinstein – European Journal of Psychology of Education, 2024
Educators have incorporated technologies designed to "gamify" or increase the fun and reward of classroom learning, but little is known about how these resources can be employed to create positive learning climates. Informed by self-determination theory (SDT), two experiments investigated a number of strategies teachers can use to frame…
Descriptors: Longitudinal Studies, Technology Uses in Education, Gamification, Positive Attitudes
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M. G. Boltyshev – Interactive Learning Environments, 2024
The article is devoted to the experts' assessment of the application of gamification in corporate training. It analyzes the experiences of companies that use gamification in training their employees, as well as the survey of experts (n = 81) in the field of corporate training. The aim of the study was to identify common strategies for the…
Descriptors: Gamification, Corporate Education, Program Effectiveness, Corporations
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Ifeanyi Mbukanma; Madira Manganyi; Bhekithemba Vellem; Neliswa Gqoli – Research in Social Sciences and Technology, 2024
The aim of this study resonated with the pursuit of achieving enhanced engagement in teaching and learning that informs critical thinking, and knowledge retention among students. Despite the growing trend of technological integration in teaching and learning, however, there exists a lack of empirical evidence and comprehensive studies that…
Descriptors: Foreign Countries, Gamification, Game Based Learning, Learner Engagement
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Mohd Kamal Othman; Sim Kah Ching – Education and Information Technologies, 2024
This study investigates the impact of gamified learning, specifically through computerised and paper-based board games, compared to conventional teaching methods on science education for 10-year-old students. We conducted an experimental design with 574 Malaysian Type Chinese Primary School participants, using pre-and post-tests, questionnaires,…
Descriptors: Gamification, Science Education, Learner Engagement, Student Motivation
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K. G. Srinivasa; Aman Singh; Kshitij Kumar Singh Chauhan – IEEE Transactions on Education, 2024
Contribution: This article investigates the impact of gamified learning on high school students (grades 9-12) in computer science, emphasizing learner engagement, knowledge improvement, and overall satisfaction. It contributes insights into the effectiveness of gamification in enhancing educational outcomes. Background: Gamification in education…
Descriptors: High School Students, Gamification, Computer Science Education, Critical Thinking
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Teresa Cecchi – Journal of Chemical Education, 2024
Chromatography is the most common analytical technique able to identify and quantify a wide gamut of substances in food, environmental, forensic, pharmaceutical, and many other kinds of real samples. We propose a simple drama science activity: students embody different compounds wearing emblems of different colors and dramatize their…
Descriptors: Chemistry, Drama, Science Activities, Student Participation
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Taufik Slamet; Thomas Brush; Kyungbin Kwon – Technology, Knowledge and Learning, 2025
This study aims to investigate the effects of competition through a digital leaderboard in gamified online discussions on learners' behavioral and cognitive engagement in learning. Twenty-three graduate students pursuing master's degree in instructional technology in a public university in Indonesia were involved in a five-week quasi-experiment (N…
Descriptors: Competition, Gamification, Computer Mediated Communication, Group Discussion
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Josef Buchner – Technology, Knowledge and Learning, 2025
The spread of fake news poses a global challenge to society, as this deliberately false information reduce trust in democracy, manipulate opinions, and negatively affect people's health. Educational research and practice must address this issue by developing and evaluating solutions to counter fake news. A promising approach in this regard is the…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
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Thinakon Lakhonmoon; Yaovared Rutanatarntong; Teerachati Noisombut – Journal of Education and Learning (EduLearn), 2025
This research aimed to develop and evaluate a gamified learning game using the Kid-Bright board to teach introductory coding skills for controlling lamps and fans to 12th-grade students. The study employed a mixed-methods approach, involving the design and development of the game based on gamification principles, followed by an evaluation by three…
Descriptors: Game Based Learning, Grade 12, Educational Games, Electronics
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Nurah S. Alfares – International Journal of Game-Based Learning, 2025
Vocabulary is crucial for mastering English as a Foreign Language (EFL) skills. Digital Game-Based Learning (DGBL) platforms like Wordwall can enhance active learning by providing multiple-choice, missing, and matching words. The current study aimed to addresses the impact of the Wordwall platform on EFL learners in Saudi Arabia. This study…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Vocabulary Development
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Vu Thanh Tam Nguyen; Hsiu-Ling Chen; Van Tran Kieu Nguyen – Journal of Computer Assisted Learning, 2025
Background: Social-emotional practices are crucial in today's educational landscape, fostering students' emotional intelligence, resilience and interpersonal skills. Integrating these practices into the gamified flipped classroom approach creates an enriched learning environment. However, there exists a notable research gap regarding the specific…
Descriptors: Social Emotional Learning, Gamification, Flipped Classroom, Emotional Response
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Fabio Spano; Adam Kardos; Craig Dennis Howard – International Journal of Designs for Learning, 2025
This design case presents a gamified dictionary learning intervention for away-from-school learning. Intended to be mobile, the game features AI speech recognition for practicing English words and phrases. We also introduce a second feature--an integrated teacher dashboard that addresses issues in traditional homework--a lack of immediate feedback…
Descriptors: Gamification, Dictionaries, Artificial Intelligence, English (Second Language)
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Ishi Srivastava; Heena Sachdeva; Shirali Tyabji – Discover Education, 2025
Gamification is gaining prominence in design education, offering innovative methods to enhance student engagement and develop critical competencies such as collaboration, creativity, and problem-solving. This study investigates the integration of gamification into a first-year Design Research course at ATLAS SkillTech University, Mumbai, India,…
Descriptors: Gamification, Design, Research, Courses
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Hüseyin Ates; Cengiz Gündüzalp – Education and Information Technologies, 2025
This study examines the determinants of science teachers' intentions to adopt augmented reality-based gamification through an integrated framework that merges the General Extended Technology Acceptance Model for E-Learning (GETAMEL) with Protection Motivation Theory. The research investigates how cognitive factors, including perceived usefulness…
Descriptors: Science Teachers, Intention, Simulated Environment, Gamification
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