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de la Fuente-Anuncibay, Raquel; Sapio, Nicola; Ortega-Sánchez, Delfín; Cuesta Gómez, José Luis – SAGE Open, 2023
The application of edutainment and gamification resources as complementary methodologies allows to reinforce and facilitate the internalization of learning, although there are hardly any studies that relate its use to the organizational culture of educational establishments. This research aims to assess the effectiveness of the…
Descriptors: Gamification, Elementary Education, Nutrition Instruction, Elementary School Teachers
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Haruna, Hussein; Zainuddin, Zamzami; Okoye, Kingsley; Mellecker, Robin R.; Hu, Xiao; Chu, Samuel Kai Wah; Hosseini, Samira – Interactive Learning Environments, 2023
This study evaluates the effect of game mechanics by employing serious games and gamification for improving learning outcomes. This is done by considering the performances of the students in terms of the test scores. In the quasi-experimental set-up, which consists of 108 students in their intact three classes attended a series of lessons on…
Descriptors: Gamification, Game Based Learning, Sex Education, Sexuality
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Lutfi, Achmad; Aftinia, Fitria; Permani, Bintari Eka – Journal of Technology and Science Education, 2023
This study aims to obtain the game as a gamification in education that is appropriate to be used for hydrocarbon learning media based on the validity, practicality, and effectiveness of the game. The research method used is the research and development method, the study was conducted in East Java High School-Indonesia. Validity is obtained from…
Descriptors: Gamification, Educational Games, Science Education, Chemistry
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Carby, Nateil – Journal of Educational Supervision, 2023
The immediate shift to virtual instruction during the spring of 2020 forced educators worldwide to quickly adopt distance learning philosophies, technologies, and pedagogies. This lean adoption of virtual learning tools saw an unprecedented number of educators embrace new modalities of providing feedback to students. This paper explores those…
Descriptors: Individualized Instruction, Feedback (Response), Educational Environment, Distance Education
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Helvich, Jakub; Novak, Lukas; Mikoska, Petr; Hubalovsky, Stepan – International Journal of Computer-Assisted Language Learning and Teaching, 2023
The aim of this study is to examine the satisfaction of EFL teachers with gamification platforms as well as to investigate how EFL teachers perceive gamification and its effects on pupils' motivation and learning outcomes. Five major databases (ERIC, Scopus, WoS, EBSCO, ProQuest) and Google Scholar were used to search for relevant studies. The…
Descriptors: Gamification, English (Second Language), Second Language Instruction, Second Language Learning
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Aras, Tuncay; Can, Ajda Aylin – Turkish Journal of Education, 2023
This study aims to develop educational software for the instrument (guitar) training course through gamification. The study was carried out by basing on the design and development research method and the processes included in the analysis, design, development, implementation, and evaluation phases of the method are considered as the sub-problems…
Descriptors: Computer Software, Musical Instruments, Educational Technology, Music Education
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Güzel, Serhat – Journal of Educational Technology and Online Learning, 2023
With the advances in understanding contemporary instruction and the emphasis on online learning, alternative ways to keep instruction functional are sought constantly. Gamified environments are among the most widespread techniques used to enrich online instructional experiences due to motivation and engagement dimensions. In this context, the…
Descriptors: English (Second Language), Second Language Instruction, Language Teachers, Preservice Teachers
Jessica M. Sanchez-Barrera – ProQuest LLC, 2023
Although there is high enrollment in online college courses, there are concerns about student engagement (Martin & Bolliger, 2018; Dumford & Miller, 2018). Gamification has been shown to have the potential to improve student engagement. The purpose of the study was to describe how academic student engagement is impacted by Nicholson's…
Descriptors: Online Courses, Gamification, Student Attitudes, Learner Engagement
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Scott A. Wowra; Christina Etchison; Brianna McCartney – International Journal of Online Graduate Education, 2023
Software installation is an early barrier to success for graduate students in our online statistics class. To help them overcome this potential barrier, our instructional team created the SPSS Early Adopter Program (SEAP). The SEAP gamified the installation task with a discussion badge and bonus point; these external motivators encouraged students…
Descriptors: Graduate Students, Statistics Education, Online Courses, Gamification
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Napolitano, Nicholas; Song, Hyuksoon – Journal of Interactive Learning Research, 2022
Lack of student motivation is a detrimental problem in foreign language education. This problem may lead to less target language production and lower proficiency. The purpose of this quasi-experimental study was to examine the effect of change in student motivation when a gamified intervention is implemented. This study was conducted in an English…
Descriptors: Foreign Countries, Secondary School Students, English (Second Language), English Language Learners
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Torrado Cespón, Milagros; Díaz Lage, José María – Contemporary Educational Technology, 2022
As a motivational teaching practice, gamification does not always work as expected. This paper supports these findings and adds the factor of online teaching analyzing the results of an experiment carried out in an online higher education context to test the relevance and motivational efficacy of ludic methodologies using learning and knowledge…
Descriptors: Gamification, Electronic Learning, Student Motivation, College Students
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Pozo-Sánchez, Santiago; Lampropoulos, Georgios; López-Belmonte, Jesús – Journal of New Approaches in Educational Research, 2022
Gamification is a training model that encourages the inclusion of active methodologies into learning environments. The objective of this study is to analyze the effects of a gamified experience through virtual and face-to-face escape rooms as well as to determine the generated levels of fun, absorption, creative thinking, mastery, activation,…
Descriptors: Gamification, Educational Games, In Person Learning, Computer Simulation
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Coffland, David; Huff, Theresa – TechTrends: Linking Research and Practice to Improve Learning, 2022
Anxiety surrounding the taking of online statistics courses in higher education is a common issue. Many studies have been conducted on the cause of math anxiety as well as anxiety in computer-based learning. The purpose of this study was to examine whether using gamification and Mayer's Multimedia principles in an asynchronous, online statistics…
Descriptors: Instructional Design, Multimedia Instruction, Gamification, Statistics Education
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Musyaffi, Ayatulloh Michael; Sulistyowati, Wiwit Apit; Wolor, Christian Wiradendi; Sasmi, Aji Ahmadi – European Journal of Educational Research, 2022
Online learning is an obligation in teaching and learning activities during the Coronavirus disease (COVID-19). Game-based learning is a solution in improving student learning outcomes. This research aims to determine the level of acceptance of gamification in terms of Gamification quality (GQ), instructor characteristic (IC), and technology…
Descriptors: Game Based Learning, Gamification, Sustainability, Usability
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Madden, Oneil N. – Research-publishing.net, 2022
Gamification is a method used to engage and motivate students virtually during the coronavirus pandemic. This paper reports on the use of Kahoot! as a review tool in French as a foreign language (L2) classes at Northern Caribbean University (NCU), Jamaica, as a means of formative assessment. Using the exploratory approach, it seeks to highlight…
Descriptors: Student Attitudes, Educational Games, French, Second Language Learning
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