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Mulugeta Tsegai Gebre-eyesus; Nigusse Weldemariam Reda – Africa Education Review, 2024
War and conflict have long been recognised as impediments to economic and social development in countries worldwide. However, the specific impact of war on education, particularly in regions engaged in internal conflicts with their central governments, remains under-documented. The Tigray War, a protracted and multifaceted conflict in the Tigray…
Descriptors: War, Conflict, Sustainable Development, Learning Motivation
Ekici, Murat – Education and Information Technologies, 2021
Flipped learning is considered an increasingly common strategy along with some drawbacks. Gamification has the significant potential to deal with the drawbacks. This study presents a systematic literature review on the use of gamification in flipped learning research. To demonstrate its effectiveness clearly, the only empirical research was…
Descriptors: Flipped Classroom, Computer Games, Teaching Methods, Databases
Ari Muhammad Syifa; Lilla Musyahda; David Segoh – Journal of Education and Learning (EduLearn), 2024
This systematic literature review (SLR) aimed to investigate the potential of digital online game-based learning (DOGBL) to enhance motivation in English as a foreign language (EFL). Online gaming has grown in popularity among students, opening up the possibility of using games as powerful instructional resources. Academic achievement depends on…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Computer Games
Akgun, Muhterem; Atici, Bünyamin – Participatory Educational Research, 2022
The objective of this study is to ascertain the effects of immersive virtual reality environments on students' academic achievement utilizing quantitative and qualitative approaches. First, databases of Web of Science, Google Scholar, ERIC, Proquest, YÖK Thesis Center, and ULAKBIM of Turkey were searched, and 31 studies (23 journal papers and 8…
Descriptors: Computer Simulation, Academic Achievement, Meta Analysis, Databases
Boudadi, Nadia Azzouz; Gutiérrez-Colón, Mar – The EUROCALL Review, 2020
This paper focuses on a fairly new motivational technique, the so-called Gamification, which consists of introducing game mechanics in non-game environments to promote motivation and engagement. By the turn of the 21rst century, Gamification took off in the business field and soon after became an attractive concept for researchers and…
Descriptors: Student Motivation, Learning Motivation, Databases, Meta Analysis
Meral, Elif; Teke, Dilek; Güler, Muhammed; Basci Namli, Zeynep – International Online Journal of Education and Teaching, 2020
This study, which was based on qualitative research design, aimed to examine the research trends and results of bibliometric mapping analyses of articles about the Flipped Classroom Model (FCM) in education in the past ten years. For this purpose, 126 articles published with the keywords; flipped classroom, education, social science, science,…
Descriptors: Bibliometrics, Flipped Classroom, Teaching Methods, Achievement Tests