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Thinakon Lakhonmoon; Yaovared Rutanatarntong; Teerachati Noisombut – Journal of Education and Learning (EduLearn), 2025
This research aimed to develop and evaluate a gamified learning game using the Kid-Bright board to teach introductory coding skills for controlling lamps and fans to 12th-grade students. The study employed a mixed-methods approach, involving the design and development of the game based on gamification principles, followed by an evaluation by three…
Descriptors: Game Based Learning, Grade 12, Educational Games, Electronics
Funa, A. A.; Gabay, R. A. E.; Ricafort, J. D. – Online Submission, 2021
Gamification in education offers an innovative way of learning. However, some studies claim that, while it helps raise students' motivation, the kind of motivation is extrinsic and, so, intrinsic motivation declines with time. The researchers used the descriptive research design to describe the STEM students' intrinsic motivation along with the…
Descriptors: Game Based Learning, Science Instruction, Teaching Methods, Genetics
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Banthita Sukdee – Shanlax International Journal of Education, 2024
The purposes of this research were to (1) study twelfth grade students' English vocabulary and reading development by applying collaborative learning management with language game of the whole group and individual (2) examine twelfth grade students' attitudes towards collaborative learning management with language game in learning English…
Descriptors: Foreign Countries, High School Students, Grade 12, English (Second Language)
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Yang, Fang-Chuan Ou; Wu, Wen-Chi Vivian; Wu, Yi-Ju Ariel – International Journal of Distance Education Technologies, 2020
The Test-of-English-for-International-Communication (TOEIC) is an important proficiency test for achieving the benchmark of future employment for English language learners worldwide. However, game-based apps for acquiring TOEIC vocabulary have remained scarce. Therefore, an empirical study was conducted to examine the effects of the self-developed…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, Telecommunications
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Funa, Aaron; Ricafort, Jhonner – Online Submission, 2019
Instructional material is an integral part of teaching and learning process. Validating instructional materials is imperative to ensure quality before widespread utilization. This study validated the developed Gamified Instructional Material (GIM) in genetics for grade 12 STEM students. It employed the descriptive-developmental research design…
Descriptors: Instructional Materials, Genetics, Grade 12, Secondary School Science