NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 631 to 645 of 799 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Aisyah Saad Abdul Rahim – Journal of Chemical Education, 2022
The quest in the "Mirror Mirror on the Wall, Which Chiral Drug Is the Fairest of Them All?" escape room activity was to find an enantiomer drug that cures a "sleeping sickness". Based loosely on the story of Snow White, first-year pharmacy student pairs had 50 min to solve gamified stereochemistry quizzes (tasks 1-4), collect…
Descriptors: Chemistry, Science Instruction, Pharmaceutical Education, Gamification
Matthew R. Middleton – ProQuest LLC, 2022
The purpose of this action research was to evaluate flight students' perceptions of a reward-based gamification intervention for their motivation to study outside the classroom while attending the Initial Entry Rotary Wing (IERW) flight school in the Kingdom of Saudi Arabia. Saudi Arabia has an ever-increasing population with a diverse number of…
Descriptors: Action Research, Aviation Education, Armed Forces, Military Personnel
Peer reviewed Peer reviewed
Direct linkDirect link
Angelos Sofianidis; Christos Skraparlis; Nayia Stylianidou – Journal of Science Education and Technology, 2024
This paper presents and discusses the inclusive inquiry-based alternate reality game (IB-ARGI) approach, a pedagogical gamified approach supporting inclusive contemporary educational contexts. The IB-ARGI approach comprises Inquiry-based Learning, Alternate Reality Games, Universal Design for Learning and Augmented Reality technology in order to…
Descriptors: Inquiry, Access to Education, Computer Simulation, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Ieva Gintere; Emmanouel Rovithis; Ágnes Karolina Bakk; Alvis Misjuns – International Journal of Game-Based Learning, 2024
The study presents the authors' research for the purpose of designing ImGame, a virtual environment inviting users to playfully learn about the concept of immersion and its historical antecedents. The authors describe ImGame's current pre-production stage and examine the basic characteristics of the feeling of immersion. They intend to deepen the…
Descriptors: Computer Simulation, Creativity, Educational Technology, Interdisciplinary Approach
Peer reviewed Peer reviewed
Direct linkDirect link
Mario de la Puente – Interactive Learning Environments, 2024
The present study investigates the impact of the educational game Sociopolis on student engagement in the context of tenth-grade social science education. Employing a mixed-methods approach, this research examines engagement behaviors quantitatively and categorically. The participant pool consists of 183 students from four public schools in…
Descriptors: Foreign Countries, Educational Games, Gamification, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Hemy Ramiel; Eran Fisher – Learning, Media and Technology, 2024
This paper adds an algorithmic epistemology perspective to previous works that examine the datafication of subjective social and emotional characteristics, perceptions, and behaviours. The paper employs a comparative epistemological approach to explore two behavioural educational platforms: RedCritter Teacher and Panorama Education. We unpack…
Descriptors: Epistemology, Social Emotional Learning, Data, Higher Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Fadi Bani Ahmad – International Society for Technology, Education, and Science, 2024
The study aimed to investigate the impact of the use of artificial intelligence-based gamification on the development of motivation among students of the basic stage towards learning science. To achieve this goal, the study used the semi-experimental approach, and the researcher used the motivation scale after verifying its validity and stability…
Descriptors: Artificial Intelligence, Technology Uses in Education, Gamification, Learning Motivation
Peer reviewed Peer reviewed
Direct linkDirect link
Pamella Mayumi Dias Inamori; Camilo Lellis-Santos – Advances in Physiology Education, 2024
Reading nutrition facts labels is a competency for which training is given in several nutrition education programs, especially in obesity outreach workshops. The Top Trumps-style card game is commonly used in obesity prevention educational programs to engage participants in reading nutrition facts labels; however, the success of TV cooking shows…
Descriptors: Merchandise Information, Nutrition, Obesity, Outreach Programs
Peer reviewed Peer reviewed
Direct linkDirect link
Zhisheng Chen – Interactive Learning Environments, 2024
This study aims to explore how the Metaverse platform could be applied to the field of online education, the benefits it brings, and the challenges posed by the application of Metaverse to online education. The study analyzes the benefits of immersive learning brought about by Metaverse and its potential to save education costs, enhance efficiency…
Descriptors: Technology Uses in Education, Electronic Learning, Artificial Intelligence, Cost Effectiveness
Peer reviewed Peer reviewed
Direct linkDirect link
Rebecca K. Y. Lee; Bernard Y. N. Ng; Minghui Daisy Chen – Biochemistry and Molecular Biology Education, 2025
During COVID-19 pandemic, there was a change in the teaching mode from face-to-face to online teaching. It was especially challenging for teachers to motivate students to learn through distance learning. This shift in teaching mode also lowered student-student and student-teacher interactions. In this project, a biochemistry courseware,…
Descriptors: COVID-19, Pandemics, Independent Study, Cooperative Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Liu Liu – Education and Information Technologies, 2025
The study examines the impact of artificial intelligence (AI)-enhanced gamification on learning outcomes and motivation in English as a Foreign Language (EFL) contexts. A mixed-methods approach and quasi-experimental design were employed to compare the effectiveness of three instructional strategies: adaptive learning paths, conversational agents,…
Descriptors: Technology Uses in Education, Artificial Intelligence, Gamification, Second Language Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Sheejamol P. T.; Anu Mary Chacko; S. D. Madhu Kumar – Electronic Journal of e-Learning, 2025
Traditional education, characterized by rigid curricula and inflexible teaching methods, often fails to accommodate the diverse cognitive profiles of neurodivergent learners, including those with Autism Spectrum Disorder (ASD), Attention Deficit Hyperactivity Disorder (ADHD), and dyslexia. Although e-Learning has introduced greater flexibility and…
Descriptors: Individualized Instruction, Gamification, Electronic Learning, Students with Disabilities
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Asma A. Sayed; Terry Lucas – Educational Process: International Journal, 2025
Background/purpose: This study explores the development and implementation of interactive animated e-books as a transformative digital learning tool. It analyzes their pedagogical and cognitive effects on learner participation and understanding. The study is oriented towards how multimedia integration, interactive storytelling, and adaptive…
Descriptors: Material Development, Electronic Publishing, Books, Animation
Peer reviewed Peer reviewed
Direct linkDirect link
Youssef Baba Khouya, Editor; Abderrahmane Ismaili Alaoui, Editor – IGI Global, 2025
The application of artificial intelligence (AI) in the teaching and learning of English as a Foreign Language (EFL) transforms traditional educational practices by offering more personalized, efficient, and interactive learning experiences. AI-powered tools enable learners to receive instant feedback, engage in conversational practice, and tailor…
Descriptors: Artificial Intelligence, Educational Technology, Technology Uses in Education, English (Second Language)
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Jiraporn Chano; Curtis J. Bonk; Bahtiar Mohamad – International Journal of Language Education, 2025
This study examines the evolution of blended learning (BL) research in higher education, focusing on its impact on English language proficiency (ELP) and alignment with Sustainable Development Goals. Using 200 Scopus-indexed articles published from 2020 to 2025, we applied Publish or Perish and VOSviewer for bibliometric analysis. Results show a…
Descriptors: Blended Learning, Higher Education, Language Proficiency, English (Second Language)
Pages: 1  |  ...  |  39  |  40  |  41  |  42  |  43  |  44  |  45  |  46  |  47  |  ...  |  54