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Rolando B. Magat – Journal of Information Technology Education: Innovations in Practice, 2023
Aim/Purpose: The study examined how the developed mobile courseware can be used as instructional material to improve senior high school statistics and probability learning, particularly during distance learning caused by the COVID-19 pandemic. The study also aims to assess the gamified mobile courseware's engagement, functionality, aesthetics, and…
Descriptors: Gamification, Statistics Education, Probability, Electronic Learning
Rico Putra Pradana; Ave Adriana Pinem; Putu Wuri Handayani – Journal of Educators Online, 2024
This study uses self-determination theory to examine the effect of gamification on the students' behavioral, emotional, and cognitive engagement in online discussion forums by providing more instructor badges than automatic badges and using a quasi-experimental one-group pretest-posttest design. Behavioral engagement was measured using the number…
Descriptors: Learner Engagement, Game Based Learning, Scoring Rubrics, Comparative Analysis
Penelope DeFreitas; Alicia Layne – International Journal of Computer Science Education in Schools, 2023
The Guyanese Girls Code (GGC) training program, established in 2018, is aimed at increasing female participation in ICT. As a result of the COVID-19 pandemic, the program shifted to virtual operations to ensure the safety of participants and instructors. This presented an opportunity to contribute to the growing body of research that has been…
Descriptors: Females, Information Technology, Preadolescents, Early Adolescents
Yildirim, Bekir – Early Childhood Education Journal, 2021
This study investigated the repercussions of the COVID-19 pandemic on preschool education and sought answers to how preschool education is implemented, what kind of activities are held, what kind of challenges need to be overcome, and what measures need to be taken to sustain preschool education. The sample consisted of 25 preschool teachers and…
Descriptors: Preschool Education, Preschool Teachers, Teacher Attitudes, Parent Attitudes
Haruna, Hussein; Abbas, Asad; Zainuddin, Zamzami; Hu, Xiao; Mellecker, Robin R.; Hosseini, Samira – Information and Learning Sciences, 2021
Purpose: This paper aims to evaluate the students' perception of their learning experiences concerning serious gaming and gamification instructions and determines whether they were motivated enough and engaged during the educative process in a resource-poor context. Moreover, the study evaluated the impact of interactive instructional environment…
Descriptors: Educational Experience, Gamification, Learning Motivation, Secondary School Students
Christopoulos, Athanasios; Sprangers, Pieter – Cogent Education, 2021
This study analyzes the integration of an educational technology platform and relates the difficulties faced amidst the Covid-19 pandemic. Initially, we sought to identify the chief barriers educators face when considering the adoption of Information and Communication Technology (ICT). Factors influencing primary and secondary education teachers'…
Descriptors: Educational Technology, Technology Integration, Information Technology, COVID-19
Yaguara, Jhon Alexander; Villalobos Salinas, Nidia Paola; Otálora Caviche, Jean Carlos – Latin American Journal of Content and Language Integrated Learning, 2021
This paper reports an exploratory sequential mixed-methods and action research study of the Content and Language Integrated Learning (CLIL) methodology at a state institution in Florencia (Colombia). The study aimed to explore the implementation of CLIL in a virtual learning environment and its implications for English as a Foreign Language (EFL)…
Descriptors: Content and Language Integrated Learning, English (Second Language), Electronic Learning, Foreign Countries
Guzman-Jimenez, Rosario; Dhavit-Prem; Saldívar, Alvaro; Escotto-Córdova, Alejandro – Educational Technology & Society, 2023
Yupana Inca Tawa Pukllay (YITP) is a ludic didactic resource based on semiotic alternation that, using the reading of numbers in the Inca numeral system, improves its equivalent Indo-Arabic reading. Twelve children from first to fourth grade of a bilingual (Spanish-Quechua), multi-grade elementary school in a small rural Peruvian community were…
Descriptors: Semiotics, American Indians, American Indian Students, American Indian Languages
Ng, Davy Tsz Kit; Chu, Samuel Kai Wah – Online Learning, 2021
In Hong Kong, after-school activities have long been used to foster friendships and to allow students to pursue their interests in an informal setting. This case study reports on a three-phase action research process in which information technology teachers delivered after-school activities focused on artificial intelligence during the COVID-19…
Descriptors: Student Motivation, Student Satisfaction, Secondary School Students, Artificial Intelligence