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Ibrahim Abba Mohammed; Oluwole Caleb Falode; Ibrahim Ismaila Kuta; Ahmed Bello – Education and Information Technologies, 2024
The COVID-19 pandemic kick-started a new paradigm shift in the way and manner teaching and learning takes place on the global scale due to the lockdown that succeeded in shutting down school activities. As a result, most institutions turned to technology supported e-learning as against the traditional face-to-face teaching and learning in order to…
Descriptors: Game Based Learning, Educational Technology, Academic Achievement, Achievement Tests
Mohammed H. Albahiri; Ali A. M. Alhaj; Bandar M. Al Oteibi – Educational Process: International Journal, 2025
Background/purpose: This research aimed at designing an educational program based on gamification for teaching mathematics as required by the Trends in International Mathematics and Science Study (TIMSS) to determine its impact on advancing strategic competence among fourth-grade male students in the first semester of Academic Year 1445AH in…
Descriptors: Gamification, Mathematics Instruction, Game Based Learning, Educational Games
Genç Ersoy, Berrin; Belet Boyaci, S. Dilek – International Technology and Education Journal, 2021
This study aims to scrutinize the effects of gamified Turkish vocabulary teaching on vocabulary development, and motivation on learning words. A nested mixed-method experimental design (gamification-based vocabulary learning for the experimental group instructor-led vocabulary learning for the control group) and was conducted with 34 fourth-grade…
Descriptors: Game Based Learning, Learning Activities, Instructional Effectiveness, Vocabulary Development
Mohd Nasir, Siti Munirah; Zamzamir, Zamzana; Mohd Tajudin, Nor'ain; Shafie, Sabarina; Ahmat, Norhayati; Hasan, Norsida – International Journal of Educational Methodology, 2023
This study focused on the development of teaching aids for the topic of Isometric Transformations for Form 2 students in Malaysia. The first objective was to determine the usability of teaching aids in the isometric transformations kit integrates gamebased learning (GBL) Method (KitTI Method) and the second objective was to examine the…
Descriptors: Game Based Learning, Learning Motivation, Academic Achievement, Teaching Methods
Ali Alqarni – Journal of Educational Computing Research, 2025
This study examined the effect of gamification on visual programming and computational thinking skills among primary school students, aiming to investigate how gamified learning environments enhance cognitive skill development and conceptual integration compared to traditional teaching methods. A quasi-experimental design was employed, involving…
Descriptors: Thinking Skills, Game Based Learning, Achievement Tests, Teaching Methods
Shi, Aili; Wang, Yamin; Ding, Nan – Interactive Learning Environments, 2022
As an emerging learning platform, game-based immersive virtual reality learning environments (GIVRLEs) have the potential to solve difficult teaching problems. This study designed a GIVRLE by integrating knowledge of quadratic functions into gameplay. Forty seventh graders who had never acquired that knowledge played the game and took pre- and…
Descriptors: Game Based Learning, Computer Simulation, Educational Games, Foreign Countries
Bantaokul, Pannarai; Polyiem, Titiworada – Journal of Educational Issues, 2022
The purposes of the study were to investigate the effectiveness of integrated 5Es of inquiring-based learning and gamification on grade 8 science learning achievement and to study students' attitudes toward science learning with the integration of the two principles. The participants were 40 eighth-grade students from a Thai public school. They…
Descriptors: Inquiry, Active Learning, Science Instruction, Teaching Methods
Szu S. Ling; Fabrice Saffre; Deborah L. Gater; Lilia Halim; Abdel F. Isakovic – Journal of Chemical Education, 2024
Computer quiz games are introduced to improve teaching and learning in a freshman engineering chemistry course in an English-as-a-second-language (ESL) environment. These quiz games are developed and implemented as supplemental and augmentative tools to enhance traditionally delivered lectures. The paper shows an increase in students' motivation…
Descriptors: Computer Assisted Testing, Tests, Chemistry, Engineering Education
Research Trends on the Use of Augmented Reality Technology in Teaching English as a Foreign Language
Takkaç Tulgar, Aysegül; Yilmaz, Rabia Meryem; Topu, Fatma Burcu – Participatory Educational Research, 2022
The main aim of this research is to display research trends in studies on augmented reality (AR) in teaching English as a foreign language by using bibliometric mapping and content analysis. For this purpose, 64 studies in total published up to 2019 were accessed for bibliometric analysis. In addition, 49 articles published between 2007 and 2019…
Descriptors: Technology Uses in Education, Computer Simulation, Educational Technology, Second Language Instruction