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Chugh, Ritesh; Turnbull, Darren – Contemporary Educational Technology, 2023
Gaming is becoming a popular method of engaging students in learning processes across all levels of the educational community. The effective integration of gaming activities into course curricula has the potential to enhance student learning, motivation, and knowledge acquisition in a range of disciplines. However, gamification of education is not…
Descriptors: Gamification, Citation Analysis, Network Analysis, Bibliometrics
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Barbetta, Patricia M. – Journal of Educational Technology Systems, 2023
Higher education (HE) faculty are increasingly teaching online. For many faculty, this represents a new instructional mode that comes with its own set of challenges but also with new instructional possibilities. One challenge is identifying innovative and effective active learning methods that academically engage online students. Along with other…
Descriptors: College Faculty, Educational Technology, Technology Uses in Education, Active Learning
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Jacobs, Eva; Garbrecht, Oliver; Kneer, Reinhold; Rohlfs, Wilko – European Journal of Engineering Education, 2023
There is a lack of research on how game-based learning apps should be designed for engineering education. This paper addresses two research questions: What do engineering students expect from a learning app? Which educational approach and learning app design can meet these requirements? A survey revealed the particular demands of engineering…
Descriptors: Game Based Learning, Educational Games, Computer Oriented Programs, Engineering Education
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Munchuree Kaosayapandhu – PASAA: Journal of Language Teaching and Learning in Thailand, 2023
The objective of this study was to investigate the influence of the popular Duolingo App on learning English in Thailand. Parts of the Duolingo English course for Thai speakers were used in a classroom-based intervention with two sections of English for Professional Purposes courses at a Thai university (n = 128). The students were split into two…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Educational Technology
Henn, Betsy K. – ProQuest LLC, 2023
This phenomenological study explored fourth-grade students' perspectives on the barriers and successes they experienced in flexible blended learning. Focus group interviews were conducted to gain insight into the students' motivation, perceived barriers, possible changes, and their own skills and characteristics for success. Thematic analysis was…
Descriptors: Phenomenology, Elementary School Students, Grade 4, Blended Learning
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Vusumuzi Maphosa – Cogent Education, 2024
This study explores students' perceptions of the authentic learning opportunities provided by Moodle at a rural university, aiming to link their lived experiences with their educational journeys through technology-enabled environments that foster active participation, collaboration, and co-creation of knowledge. Employing a descriptive and…
Descriptors: Student Attitudes, Rural Schools, Learning Management Systems, Undergraduate Students
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Esterhuizen, Joshua; Drevin, Günther; Snyman, Dirk; Drevin, Lynette – International Association for Development of the Information Society, 2022
Education is shifting towards a more technology focused mode of delivery, or at least combining technology use with standard methods. A potential effect of this could be the introduction and use of games in classrooms. This study looks at the possibility of adapting various domains of knowledge into digital games referred to as serious games. The…
Descriptors: Gamification, Educational Games, Game Based Learning, Technology Uses in Education
Ali Tootian – ProQuest LLC, 2022
The problem investigated was many junior high teachers do not consistently implement technology-based gamification (TBG) within class activities despite evidence showing it as a useful learning tool for student engagement. This study aimed to explore why junior high teachers do not consistently implement TBG and identify the barriers and potential…
Descriptors: Middle School Teachers, Teacher Attitudes, Gamification, Technology Uses in Education
Jeanne Lafortune; Todd Pugatch; José Tessada; Diego Ubfal – Annenberg Institute for School Reform at Brown University, 2022
We study the short-run effects of a gamified online entrepreneurship training offered to high school students in Rwanda during the COVID-19 pandemic. Using a randomized controlled trial, we estimate sizeable effects of the 6-week training on entrepreneurial activity. One month after the training, participants in schools offered the training were…
Descriptors: Foreign Countries, High School Students, Student Attitudes, Entrepreneurship
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Rafael Molina Carmona, Editor; Carlos J. Villagrá Arnedo, Editor; Patricia Compañ Rosique, Editor; Francisco García Peñalvo, Editor; Alicia García-Holgado, Editor – Lecture Notes in Educational Technology, 2025
This volume comprises of the proceedings of The Twelfth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM). It reflects outstanding advances, with a multidisciplinary perspective, in the technological ecosystems that support Knowledge Society building and development. This book covers broad-scope research…
Descriptors: Cultural Pluralism, Technology Uses in Education, Gamification, Educational Games
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Karen L. Richel – Journal of Human Sciences & Extension, 2025
Financial education plays a critical role in shaping lifelong financial behaviors and decision-making skills. To create a lasting impact, it is essential to establish core memories associated with money management from an early age. This article explores the significance of these foundational experiences and their role in financial education for…
Descriptors: Financial Education, Long Term Memory, Learning Experience, Emotional Experience
Christian Lopez Bencosme – ProQuest LLC, 2019
The objective of this dissertation is to empirically test the effects of personalized gamification on individuals' performance. In order to achieve this objective, multiple experiments and case studies are conducted, and methods to help in the design of personalized and adaptive gamified applications are presented. Gamification aims to implement…
Descriptors: Gamification, Individualized Instruction, Assistive Technology, Personality Traits
Karen Lyn Johnson Cotter – ProQuest LLC, 2020
Many professional STEM jobs go unfilled annually, especially by diverse people. To increase the number of STEM graduates to fill these jobs, bridge programs at college campuses across the country look for innovative ways to support and retain these diverse, underserved populations. Today's Generation Z campus population is not only diverse but…
Descriptors: Gamification, Sense of Community, Self Efficacy, Summer Programs
Heather L. Lawton – ProQuest LLC, 2020
Advances in technology require the fields of education and training to adapt in order to meet learning and work demands. The academic literature indicates engagement increases learning achievement. Gamified approaches to learning enhance student motivation and engagement, yet empirical evidence to support the implementation into general practice…
Descriptors: Gamification, Academic Achievement, Student Improvement, Postsecondary Education
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Dressler, Roswita; Guida, Rochelle; Chu, Man-Wai – Canadian Modern Language Review, 2023
If teachers have previously used technology (e.g., Learning Management Systems, document sharing, video-conferencing, gamification, social media or video-recording), they are likely to use it again. For second language teachers, sudden or planned-for online instruction during the COVID-19 pandemic may have resulted in their using new or familiar…
Descriptors: Foreign Countries, Language Teachers, Second Language Instruction, Technology Uses in Education
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