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Be´atrice Roy; Ste´phan Gasca; Jean-Yves Winum – Journal of Chemical Education, 2023
This article reports the development of Chem'Sc@pe, an escape game activity for first- and second-year undergraduate students, covering various topics from an introductory organic chemistry course. The objective was to encourage them to review notions learned in class in a fun and collaborative environment. The set comprises a game board…
Descriptors: Foreign Countries, Undergraduate Students, Chemistry, Science Instruction
Barua, Antara Mahanta; Bharali, Sruti Sruba – Asian Association of Open Universities Journal, 2023
Purpose: The purpose of the case study is to investigate the perception of computer science learners at Krishna Kanta Handiqui State Open University (KKHSOU) regarding the use of gamification and to identify the challenges in implementing gamified teaching-learning processes in open and distance learning (ODL) institutions.…
Descriptors: Gamification, Electronic Learning, Computer Science Education, College Students
Joshua Vidal, Editor – Online Submission, 2023
The Outlook of emerging Technologies in Education underscored the role and implications of cutting-edge technologies, tools, innovations and trends in transforming educational systems globally. This paper, edited by Joshua Vidal, MSSc, MAEd, LPT, PhD (student), attempts to contribute to academic leaders and researchers, examines the integration of…
Descriptors: Technology Uses in Education, Educational Technology, Technological Advancement, Educational Trends
Sergio Francisco Sargo Ferreira Lopes; Jorge Manuel de Azevedo Pereira Simões; Justino Marco Ronda Lourenço; José Carlos Pereira de Morais – Open Education Studies, 2024
The increase in digital teaching and learning methodologies creates the opportunity for new educational approaches, both in terms of pedagogical practice and in the availability of new technological tools. The flipped classroom as an active teaching methodology is one example of blended learning (b-learning), which aims to harmonize and enhance…
Descriptors: Foreign Countries, College Students, Student Attitudes, Flipped Classroom
Faridaddin Vahdatikhaki; Ilona Friso-van den Bos; Sajad Mowlaei; Bas Kollöffel – European Journal of Engineering Education, 2024
Practical laboratory sessions are essential for engineering education, demanding efficient use of limited time. In recent years, Virtual Reality (VR) technologies have introduced Virtual Laboratories (VLs), offering the potential to enhance students' educational experience. Despite their potential, VLs are rarely utilised in civil engineering…
Descriptors: Laboratories, Virtual Classrooms, Gamification, Computer Simulation
Paula Gil Ruiz – Discover Education, 2024
This research examines the impact of gamification on the development of critical thinking skills to counter misinformation, focusing specifically on students' roles as developers of educational software. Involving 107 university students, this study employs an experimental pretest-posttest methodology. An educational Escape Room was implemented,…
Descriptors: Gamification, Teaching Methods, Social Media, Sustainability
Xin Zhao; Colin Derek McClure – RELC Journal: A Journal of Language Teaching and Research, 2024
The use of virtual learning communities has shown great potential for language education. Research suggests that video-conferencing technology can assist teachers in creating such communities for second-language teaching. Gather.Town is a gamified, video-conferencing platform that revolutionizes the traditional static video-conferencing experience…
Descriptors: Gamification, Learner Engagement, Electronic Learning, Second Language Learning
Pei-Zhen Chen; Ting-Chieh Chang; Ching-Lin Wu – Educational Studies, 2024
In previous research, gamified classroom management has been found to improve high school students' classroom participation. This study applied gamification classroom management through a "Class of Oz" in an elementary school to cultivate students' learning. Two classes were randomly assigned to the experimental group, and the other two…
Descriptors: Role Playing, Gamification, Classroom Techniques, Student Motivation
Samia Drissi; Aida Chefrour; Karima Boussaha; Hafed Zarzour – Education and Information Technologies, 2024
In this research, a GAmified Mobile Leaning Framework (GAMOLEAF) developed as a new intelligent application designed for mobile devices to ensure learning, assessing, and advancing learners' knowledge in programming complex data structures in Java programming language. GAMOLEAF adopted motivational strategies to solve motivational problems during…
Descriptors: Gamification, Handheld Devices, Telecommunications, Technology Uses in Education
Thada Jantakoon; Kitsadaporn Jantakun; Thiti Jantakun; Somsuk Trisupakitti; Potsirin Limpinan – Higher Education Studies, 2024
STEAM education with gamification, a method that integrates game elements into the learning process, has proven to be a powerful tool. It not only encompasses various forms of gamified education but also has the potential to captivate and inspire students, breathing life into the course material. This study aims to present a comprehensive summary…
Descriptors: STEM Education, Art Education, Gamification, Game Based Learning
Faizan Ahmad; Momina Shaheen; Zeeshan Ahmed; Rubata Riasat; Sara Muneeb – Interactive Learning Environments, 2024
Undertaking cognitively stimulating activities over the course of life, such as playing brain games (BGs), is only possible if they continuously deliver a playful as well as playable experience. The understanding of how these subcomponents of experience (i.e. playfulness and playability) get influenced in both modes (single vs. two-player) of…
Descriptors: Gamification, Play, Educational Games, Learner Engagement
Gabriele Bertozzi; Claudia Paciarotti; Massimiliano M. Schiraldi – European Journal of Engineering Education, 2024
Serious games are instructional tools that harmonise different pedagogical approaches and pursue specific behavioural and learning outcomes. Characterised by flexibility and complexity, serious games can draw from a vast number of elements and game mechanics. We argue that such adaptability requires specific pedagogical competencies from designers…
Descriptors: Engineering Education, Educational Games, Design, Student Motivation
Omar Jasim Almamoori – ProQuest LLC, 2024
This study examines the impact of gamification elements, in particular leaderboards, badges, and eBucks, on the cognitive engagement (CE), intrinsic motivation (IM), and self-efficacy (SE) of English Language Learners (ELLs) at a high school in the Southeastern United States. The investigation, conducted during optional weekly readings, utilizes a…
Descriptors: English Language Learners, English (Second Language), Cognitive Processes, Learner Engagement
Jennifer Michelle Youngberg – ProQuest LLC, 2024
The purpose of this qualitative descriptive study was to explore how teachers who teach 6th, 7th, or 8th grade English language arts in a virtual charter school environment describe the gamification process to support student engagement in the classroom. The overarching research question was: How do teachers who teach 6th, 7th, or 8th grade…
Descriptors: Middle School Teachers, Teacher Attitudes, Gamification, Learner Engagement
Kübra Taskara; Emrah Ekmekçi – Language Learning in Higher Education, 2024
This study explores Turkish Higher Education EFL instructors' perceptions and awareness of 'gamification', along with their practices of integrating it into the classroom. Through in-depth interviews with 6 instructors, the research reveals accurate conceptual understanding and alignment between instructors' knowledge and actual gamification…
Descriptors: Foreign Countries, College Faculty, English (Second Language), Language Teachers

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