Publication Date
In 2025 | 1 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 6 |
Descriptor
Source
Cypriot Journal of… | 1 |
IGI Global | 1 |
International Journal of… | 1 |
Journal of Educators Online | 1 |
Online Submission | 1 |
Open Education Studies | 1 |
Author
Publication Type
Journal Articles | 5 |
Reports - Research | 5 |
Books | 1 |
Collected Works - General | 1 |
Education Level
Location
Indonesia | 1 |
Romania | 1 |
Spain | 1 |
Turkey | 1 |
Turkey (Istanbul) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Joko Slamet; Yazid Basthomi; Francisca Maria Ivone; Evi Eliyanah – Journal of Educators Online, 2025
In English for Specific Purposes (ESP) education, the synergy between autonomous learning, gamified Massive Open Online Course (MOOC) platforms, and self-directed learning (SDL) frameworks is underexplored. Despite recognizing autonomous learning's significance in language education, there is a lack of in-depth analysis of their interaction within…
Descriptors: MOOCs, Student Attitudes, English for Special Purposes, Second Language Learning
Bilbao-Quintana, Naiara; López-de-la-Serna, Arantzazu; Romero-Andonegui, Ainara; Tejada-Garitano, Eneko – Online Submission, 2021
Introduction: The term escape room has undergone a notable evolution in recent years, extending its presence to areas not only recreational but also business or educational. The defining traits (overcoming obstacles, problem-solving, teamwork, time management...) have proven to be valid in business and education. This study presents the…
Descriptors: Thinking Skills, Skill Development, Learning Motivation, Curriculum Design
Edina-Timea Opri?; Iuliana Zsoldos-Marchis; Edit Egri – Open Education Studies, 2024
Problem-solving competency is important not only in many careers but also in everyday life. Successful problem solvers regulate their cognitive processes and emotions. Our research aimed to study the impact of gamified problem sheets designed in Seppo on self-regulated learning skills. The intervention was carried out with second-year students in…
Descriptors: Instructional Effectiveness, Game Based Learning, Teaching Methods, Problem Solving
Turan, Olgun; Akfirat, O. Nejat – International Journal of Curriculum and Instruction, 2023
In this research, real experimental design with pre-test, post-test, and follow-up measurements were used. The research was carried out with 20 students attending the 5th and 6th grades of a secondary school in Istanbul. The program is found to cause an increase in the use of refocus on planning, positive reappraisal, and putting in the…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Grade 6
Kapidere, Metin – Cypriot Journal of Educational Sciences, 2021
With the rapid development of technology, digital games have become an important part of the educational process. The purpose of this study was to investigate digital educational game usage behaviour in terms of demographic variables. The model of this study is a factorial pattern among multi-variant patterns that aim to reveal the effects of…
Descriptors: Preservice Teachers, Student Attitudes, Video Games, Educational Technology
Jaafar, Inaya, Ed.; Pedersen, James M., Ed. – IGI Global, 2021
The COVID-19 pandemic has shed light on how much humans rely, more than ever before in our history, on technology. While technology in its simplest definition is the use of a tool for a practical purpose, in the last three decades, educators can confidently say it has revolutionized how information is communicated and accessed. Most importantly,…
Descriptors: Technology Uses in Education, Educational Technology, Technology Integration, STEM Education