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Ngoc Dan Nguyen; Vu Thanh Tam Nguyen; Minh Dung Tang – Journal of Information Technology Education: Research, 2025
Aim/Purpose: This study examines the relationship between primary school teachers' knowledge and their acceptance of digital game-based learning (DGBL) in mathematics teaching. Background: The rapid integration of digital technology in education highlights the potential of DGBL in primary mathematics education. Despite its advantages, the…
Descriptors: Computer Games, Game Based Learning, Elementary School Teachers, Knowledge Level
Suthada Muengsan; Pinanta Chatwattana – Higher Education Studies, 2024
The GbL platform, or game-based learning platform, with generative AI is a research tool initiated from the combination of game-based learning concepts and generative artificial intelligence technology; thereby, this platform is intended to be used as a guideline for the instruction management, in which learners can respond and interact with the…
Descriptors: Artificial Intelligence, Game Based Learning, Digital Literacy, Technological Literacy
Lorraine Raqueno Catienza – ProQuest LLC, 2024
Western Pacific educational institutions are investing heavily in technology in classrooms to meet the needs of K-12 students. Measuring the effective use of digital technologies in the learning environment has become a routine part of monitoring and evaluating classroom instruction. One area of technology integration that has seen tremendous…
Descriptors: Elementary Secondary Education, Elementary School Teachers, Secondary School Teachers, Game Based Learning
Mai P. Trinh; Robert J. Chico; Rachel M. Reed – Journal of Management Education, 2024
Innovative instructional methods can help improve student engagement and learning outcomes when teaching difficult subjects, such as statistics. This instructional innovation article illustrates how gamification can be applied in management education to improve students' learning experience, engagement, and acquisition of knowledge. Our purpose is…
Descriptors: Statistics Education, Game Based Learning, Teaching Methods, Graduate Students
Bosede Iyiade Edwards, Editor; Bruno Lot Tanko, Editor; Mustafa Klufallah, Editor; Hassan Abuhassna, Editor; Caleb Chidozie Chinedu, Editor – Lecture Notes in Educational Technology, 2025
This book explores the symbiotic relationship between human learning and machine learning, examining how emerging technologies and human-machine interfaces are reshaping the educational landscape. Organized into four sections with 20 chapters, it provides a multidisciplinary perspective on the dynamic intersection of these twin concepts. Bridging…
Descriptors: Artificial Intelligence, Educational Technology, Technology Uses in Education, Learning