Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 2 |
Descriptor
Source
IGI Global | 1 |
Research in Science &… | 1 |
Author
Baruch, Alona Forkosh, Ed. | 1 |
Loreto, Elgion Lucio Silva | 1 |
Sepel, Lenira Maria Nunes | 1 |
Tal, Hagit Meishar, Ed. | 1 |
Wommer, Fernanda Gabriela… | 1 |
Publication Type
Books | 1 |
Collected Works - General | 1 |
Journal Articles | 1 |
Reports - Research | 1 |
Education Level
Junior High Schools | 2 |
Middle Schools | 2 |
Secondary Education | 2 |
Elementary Education | 1 |
Grade 6 | 1 |
Grade 7 | 1 |
Grade 8 | 1 |
Grade 9 | 1 |
High Schools | 1 |
Higher Education | 1 |
Intermediate Grades | 1 |
More ▼ |
Audience
Administrators | 1 |
Researchers | 1 |
Students | 1 |
Teachers | 1 |
Location
Brazil | 2 |
China | 1 |
United Kingdom | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes
Baruch, Alona Forkosh, Ed.; Tal, Hagit Meishar, Ed. – IGI Global, 2019
The use of mobile technology for learning in organizations and the workplace is spreading widely with the development of infrastructure and devices that allow ubiquitous learning and training. Since learning, teaching, and training in a mobile-saturated environment is a developing field, implications for a combined overview of these topics may be…
Descriptors: Technology Uses in Education, Electronic Learning, Best Practices, Workplace Learning