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Vázquez-Cano, Esteban; Quicios-García, María-Pilar; Fombona, Javier; Rodríguez-Arce, Jorge – Education and Information Technologies, 2023
The main objective of this research is to determine the perception of teachers about the elements that increases the educational effectiveness of gamified apps in primary education. A methodology based on an importance-performance analysis was developed, using a structural equations model to calculate the degree of importance of each variable. The…
Descriptors: Instructional Design, Computer Oriented Programs, Gamification, Elementary Education
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Zainuddin, Zamzami; Alba, Amru; Gunawan, Taufik; Armanda, Dicky; Zahara, Ana – Interactive Technology and Smart Education, 2023
Purpose: This study aims to construct a scale and identify the factors that might affect the implementation of gamification and Bloom's Digital Taxonomy-based assessment of students' learning, guided by the Goal-Setting Theory. Design/Methodology/Approach: This study used a sequential exploratory mixed-methods design where data were collected…
Descriptors: Gamification, Taxonomy, Electronic Learning, Test Construction
Alison M. Hill; Nicholas J. Harmer – Journal of Chemical Education, 2023
Gamification has a strong track record of improving student engagement and learning in the chemical sciences. Meta-analyses of different approaches to gamification have highlighted that providing a game fiction, encouraging students to work in teams, and breaking games into smaller "quests" are particularly effective. Here, we aimed to…
Descriptors: Foreign Countries, Undergraduate Students, Chemistry, Science Instruction
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Miller De Rutté, Alyssia; Lopez, Megan – L2 Journal, 2022
Gamification within courses has offered great opportunities for students to engage further into the course material. Traditionally, gamification is used with one or two elements of a course. This study investigated full course gamification of a Second Language (L2) classroom, which has not been explored heavily within research. The researchers…
Descriptors: Gamification, Second Language Learning, Curriculum Development, Student Attitudes
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Pingmuang, Pawarit; Koraneekij, Prakob – Electronic Journal of e-Learning, 2022
The purposes of this research were 1) to study the user experience and needs of EFL students and teachers in learning English writing skills; 2) t to design and develop a mobile-assisted language learning (MALL) application, teaching writing procedure, and writing activities; and 3) to implement a MALL application and, teaching writing procedure…
Descriptors: Handheld Devices, Second Language Learning, Gamification, Writing Skills
Peter Sherman Johnson – ProQuest LLC, 2022
This qualitative case study responds to a significant gap in the literature in the area of gamification for vocabulary study among international students in higher education. It aims to respond to a call for a more in-depth qualitative analysis of gamification techniques on student learning experiences in comparison to the more commonplace…
Descriptors: Gamification, Vocabulary Development, Foreign Students, Second Language Learning
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Sotiroula Theodosi; Iolie Nicolaidou – International Association for Development of the Information Society, 2022
This paper describes a work in progress to design and evaluate an e-learning intervention that utilizes the Internet of Things (IoT) to increase awareness of the dangers of ultraviolet (UV) radiation exposure and promote sun protection practices early in life. The authors' previous work in a pre-test post-test control group study (Study 1)…
Descriptors: Electronic Learning, Educational Environment, Influences, Childrens Attitudes
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Victoria Bonefont; Burton Carbino; Rana Zakerzadeh – Biomedical Engineering Education, 2022
This paper identifies an opportunity to integrate gamification in undergraduate biomedical engineering (BME) classrooms to alleviate student test anxiety and promote student perception of their academic performance. Gamification is a popular educational strategy that does not appear to be widely explored or adopted in higher education,…
Descriptors: Test Anxiety, Gamification, Undergraduate Students, Biomedicine
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Joko Slamet; Yazid Basthomi; Francisca Maria Ivone; Evi Eliyanah – Teaching & Learning Inquiry, 2024
Massive open online courses (MOOCs) have significantly advanced online education. Yet, MOOC instructors still grapple with the ongoing challenge of low learner engagement while striving to foster autonomous and self-directed learning (SDL). Integrating gamification into these courses could be a promising solution. However, the extent to which…
Descriptors: Foreign Countries, College Students, Gamification, English for Academic Purposes
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Fan Su; Di Zou – Knowledge Management & E-Learning, 2024
Educational games, prevalent in contemporary settings, leverage game-based learning (GBL) to actively engage and enhance learners' knowledge and skill acquisition through captivating in-game learning activities. To assess the effectiveness of GBL, game-based assessment (GBA) has emerged. GBA employs gameplay for learners to attain educational…
Descriptors: Game Based Learning, Student Evaluation, Educational Games, Instructional Effectiveness
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David Juárez-Varón; Manuel Ángel Juárez-Varón; Ana Mengual-Recuerda; Beatriz Andres – International Journal of Game-Based Learning, 2024
This research delves into the comparative analysis of brain activity using gamification in the classroom versus traditional teaching. This study aims to employ neurotechnology to record and analyse the impact of active gamification methodology on relevant variables in the learning process within a traditional university education setting,…
Descriptors: College Students, Human Resources, Personnel Management, Courses
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Yu-Fen Yang; Wen-Min Hsieh; Wing-Kwong Wong; Yi-Chun Hong; Siao-Cing Lai – Computer Assisted Language Learning, 2024
Foreign Language Anxiety (FLA) is considered a central affective factor influencing English as a Foreign Language (EFL) learning. This study thus developed an online simulation game to create a virtually situated learning environment for reducing EFL primary school students' FLA levels and improving their English vocabulary learning. A total of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
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Suja P. Davis; Rebecca Kitzmiller – International Journal on E-Learning, 2024
While online learning holds many benefits for graduate students, lack of student interaction often found in asynchronous content delivery may negatively impact student engagement. This study examined student perceptions of online lecture-embedded interactive activities that promoted student active engagement through quizzes and gamification. From…
Descriptors: Nursing, Nursing Education, Nursing Students, Graduate Students
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Amr El Koshiry; Mohamed Abd Allah Tony – Educational Process: International Journal, 2025
Background/purpose: In the context of digitalization, education systems are evolving at a fast pace into adaptive, inclusive, and data-driven paradigms. This study explores how artificial intelligence (AI) is revolutionizing modern learning methods in the areas of personalization, real-time feedback, and intelligent tutoring systems. It presents…
Descriptors: Artificial Intelligence, Technology Uses in Education, Electronic Learning, Barriers
Ioana Boghian, Editor; Gabriel Mares, Editor – Springer, 2025
This volume addresses issues related to inclusive education and gamification and offers practical ideas for using games and gamified learning as effective methodological tools in inclusive education and in promoting inclusion in education. The work is structured into a predominantly theoretical section, and an applicative, illustrative one. The…
Descriptors: Gamification, Inclusion, Teaching Methods, Educational Games
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