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Showing 1 to 15 of 237 results Save | Export
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Natalija Bošnjakovic; Ivana Ðurdevic Babic – Technology, Knowledge and Learning, 2025
To improve and facilitate the acquisition of learning outcomes, teachers often use innovative teaching methods such as gamification to keep students' attention and increase their motivation. In recent years, the use of educational data mining (EDM) methods to explore academic topics has increased. With the expansion of EDM, a gap in the literature…
Descriptors: Data Collection, Gamification, Teaching Methods, Attention
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Tutal, Özgür – Journal of Educational Technology, 2023
Context-based learning is an instructional approach that prioritizes the use of real-world contexts and authentic situations to create meaningful learning experiences for students. Numerous individual studies conducted in Turkey have explored the impact of context-based learning on students' attitudes towards the course and motivation, which are…
Descriptors: Foreign Countries, Context Effect, Student Attitudes, Students
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Sisilia Sylviani; Fahmi Candra Permana; Ahamad Tarmizi Azizan – International Journal of Education in Mathematics, Science and Technology, 2024
This study explores the inclusion of the visual arts in mathematics instruction as a means of piquing students' interest in a topic that is frequently regarded as difficult. We evaluate numerous research that have been undertaken in this situation by completing an extensive literature study. Our findings show that the inclusion of visual arts in…
Descriptors: Visual Arts, Mathematics Instruction, Interdisciplinary Approach, Student Interests
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Jonas da Silva Teixeira; Alan César Belo Angeluci; Paulo Prates Junior; José Guilherme Prado Martin – Journal of Biological Education, 2024
Gamifying is related to the motivational gain and engagement of participants in these systems, even in situations not exclusively related to the creative and entertainment industry. In the Biology teaching context, motivational strategies have fundamental importance to the learning process. The aim of this work was to investigate the development…
Descriptors: Biology, Science Instruction, Educational Games, Educational Research
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Georgios Lampropoulos; Kinshuk – Educational Technology Research and Development, 2024
This study aims to analyze the use of virtual reality and gamification in education by examining the existing literature. In addition to virtual reality, this study focuses on gamified virtual reality learning environments which refer to virtual reality learning environments that integrate gamification elements and mechanisms. Based on the…
Descriptors: Literature Reviews, Gamification, Computer Simulation, Educational Environment
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Jelena Ilic; Mirjana Ivanovic; Aleksandra Klašnja-Milicevic – Journal of Baltic Science Education, 2024
STEM education, which includes science, technology, engineering and mathematics, has been expanding for the past two decades. This study aimed to map new trends and the possibility of implementing digital game-based learning (DGBL) in STEM education. For this purpose, a systematic literature review was conducted. The resulting sample was further…
Descriptors: Game Based Learning, STEM Education, Student Motivation, Video Games
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Baysal, Yunus Emre; Mutlu, Fatma; Nacaroglu, Oguzhan – International Journal of Psychology and Educational Studies, 2023
The aim of this study was to determine the effect of student-centered teaching applications on students' motivation toward science learning with a meta-analysis study. For this purpose, national and international databases were scanned and master's theses, doctoral dissertations, and articles prepared between 2010 and 2020 were investigated.…
Descriptors: Instructional Effectiveness, Student Centered Learning, Student Motivation, Science Education
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Lisette Wijnia; Gera Noordzij; Lidia R. Arends; Remigius M. J. P. Rikers; Sofie M. M. Loyens – Educational Psychology Review, 2024
In this meta-analysis, we examined the effects on students' motivation of student-centered, problem-driven learning methods compared to teacher-centered/lecture-based learning. Specifically, we considered problem-based (PBL), project-based (PjBL), and case-based learning (CBL). We viewed motivation as a multifaceted construct consisting of…
Descriptors: Problem Based Learning, Student Projects, Active Learning, Teaching Methods
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Qing Yu; Kun Yu – Interactive Learning Environments, 2024
Gamified flipped classroom (GFC) is becoming more and more popular. Is it more effective than traditional flipped learning? This meta-analysis explores the effects of GFC on students' learning based on 17 high-quality experimental articles. The results suggest that GFC has an upper-medium positive effect on students' learning (SMD = 0.769, p <…
Descriptors: Gamification, Flipped Classroom, Journal Articles, Instructional Effectiveness
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Noor Farahani Mohd Lazim; Azwadi Ali; Mohaida Mohin; Siti Sakinah Sidik – International Journal of Technology in Education, 2024
In the contemporary digital era, the utilization of gaming has emerged as a prevalent method for actively engaging students in the learning processes at various levels of academic curricula and within the broader educational community. This trend is particularly pronounced in English language teaching curricula, especially among learners whose…
Descriptors: Gamification, Educational Games, Student Motivation, Learner Engagement
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Alessio Castiglione – Research on Education and Media, 2025
The use of social networking sites (SNSs) in teaching is of increasing importance, for it puts into question how what we have, until the digital revolution, understood formal education to be. The earliest social media came about and were developed parallel to generations Z and Alpha. This review analyzed at least 8 articles published between 2019…
Descriptors: Social Media, Social Networks, Teaching Methods, Databases
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Archana Nimesh – Biochemistry and Molecular Biology Education, 2025
Commonly used traditional didactic lecture in biochemistry being non-interactive has several disadvantages which students find boring and difficult to retain. This study reviews the potential of role play to teach biochemistry effectively. Studies published till June 2024 on the topic role play in medical education and biochemistry were searched…
Descriptors: Biochemistry, Medical Education, Role Playing, Teaching Methods
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Rahul Mohandas; Subhashree Mohapatra – Digital Education Review, 2025
Game-based learning (GBL) is an effective learning tool for medical and dental undergraduates in enhancing knowledge and skills as well as gaining student engagement and motivation. Educational games can create a social constructivist learning environment, where learners can construct their knowledge through interactions with their peers and…
Descriptors: Undergraduate Students, Dentistry, Game Based Learning, Student Motivation
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Hongyan Yang; Rachel Wong – Issues and Trends in Learning Technologies, 2024
This literature review examines the implementation of e-Portfolios in higher education, with a focus on the implementation process, potential barriers, and strategies for overcoming challenges. This review seeks to provide instructional designers and higher education instructors with design strategies to effectively implement e-Portfolios. Through…
Descriptors: Electronic Publishing, Portfolio Assessment, Literature Reviews, Curriculum Implementation
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Regina Célia Coelho; Matheus F. P. Marques; Tiago de Oliveira – Informatics in Education, 2023
Learning programming logic remains an obstacle for students from different academic fields. Considered one of the essential disciplines in the field of Science and Technology, it is vital to investigate the new tools or techniques used in the teaching and learning of Programming Language. This work presents a systematic literature review (SLR) on…
Descriptors: Electronic Learning, Programming, Computer Science Education, Logical Thinking
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