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Showing 1 to 15 of 28 results Save | Export
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Andrej Jerman Blažic; Borka Jerman Blažic – Education and Information Technologies, 2025
This paper presents a new developed methodology for teaching and learning subjects that although are very important in the modern digital society are neglected in high school education programs: cybersecurity and cyber safety. A Study among the EU high schools in 2021-2022 revealed that computer science teachers are not regularly upgrading their…
Descriptors: Computer Security, Technology Education, Computer Science Education, Electronic Learning
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Sekarsari, Elok Puspita; Rusnilawati – Elementary School Forum (Mimbar Sekolah Dasar), 2023
Javanese language is a national culture that needs to be protected and preserved to not lose its identity. In the Javanese script, education includes writing and reading skills starting from elementary school. This study was motivated by the difficulty of understanding Javanese script material in the classroom. This study aims to determine the…
Descriptors: Cooperative Learning, Game Based Learning, Outcomes of Education, Indonesian Languages
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Yu-Cheng Lin; Huei-Tse Hou – Interactive Learning Environments, 2024
The integration of augmented reality (AR) and game-based learning could increase interaction in educational games and provide more learning guidance in higher education courses. This study developed an AR educational board game that featured cognitive scaffolding, immediate feedback, and collaborative interaction. The study also analyzed and…
Descriptors: Instructional Effectiveness, Scaffolding (Teaching Technique), Computer Simulation, Educational Technology
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Alfredo B. Fuentes Jr. – Mathematics Teaching Research Journal, 2024
The lack of opportunities for students to practice and master their lessons may result in poor performance in advancing mathematics. This technical action research involved high school STEM students in developing TrigOno, a non-digital card game with popular shedding-type gameplay, to address a problem concerning poor student mastery of…
Descriptors: Educational Games, Mastery Learning, Trigonometry, Game Based Learning
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Hershkovitz, Arnon; Tabach, Michal; Cohen, Anat – Journal of Educational Computing Research, 2022
In a large-scale quantitative study that adopted a learning analytics approach, we searched for associations between students' activity in a game-based online mathematics learning environment and their mathematics achievements on a national standardized test. Students were active in the environment throughout the school year, and particularly…
Descriptors: Electronic Learning, Learning Activities, Mathematics Achievement, Elementary School Students
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
Yong Zeng – ProQuest LLC, 2023
This dissertation delves into the pedagogical implications of handheld/mobile game features on EFL learners' vocabulary learning outcomes. The research is segmented into two comprehensive studies. The first study, a systematic review spanning from 2011 to July 2022, scrutinizes empirical research detailing the correlation between various game…
Descriptors: Educational Technology, Handheld Devices, Game Based Learning, English (Second Language)
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Sanmorino, Ahmad; Marnisah, Luis; Sunardi, Hastha – International Journal of Evaluation and Research in Education, 2021
The condition of research productivity in higher education institutions in Indonesia is still not ideal. Departing from this problem, this paper aims to contribute in the form of a framework used as the main alternative in optimizing research productivity, including the number of publications in higher education institutions. The mechanism…
Descriptors: Game Based Learning, Educational Research, Productivity, Higher Education
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Khan, Manzoor Ahmed; Merabet, Adel; Alkaabi, Shamma; El Sayed, Hesham – Education and Information Technologies, 2022
Computer security competitions have been playing a significant role in encouraging students to get into cybersecurity, as well as enhancing the cybersecurity education system. The level of difficulty of the computer security tasks could be intimidating for most students and learners, one of the reasons there has been a shortage of cybersecurity…
Descriptors: Computer Security, Information Security, Risk, Outcomes of Education
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Rodrigues, Luiz; Pereira, Filipe D.; Toda, Armando M.; Palomino, Paula T.; Pessoa, Marcela; Carvalho, Leandro Silva Galvão; Fernandes, David; Oliveira, Elaine H. T.; Cristea, Alexandra I.; Isotani, Seiji – International Journal of Educational Technology in Higher Education, 2022
There are many claims that gamification (i.e., using game elements outside games) impact decreases over time (i.e., the novelty effect). Most studies analyzing this effect focused on extrinsic game elements, while fictional and collaborative competition have been recently recommended. Additionally, to the best of our knowledge, no long-term…
Descriptors: Game Based Learning, Novelty (Stimulus Dimension), Familiarity, Learning Processes
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Scholz, Kyle W.; Komornicka, Jolanta N.; Moore, Andrew – Teaching & Learning Inquiry, 2021
This paper analyzes the development and implementation of a game-based learning course design framework. Drawing inspiration from task-based learning, the framework is structured around four core gamified elements: narrative assignment design; learner discovery; team-based collaboration and competition; and choice through quests. The intended goal…
Descriptors: Game Based Learning, History Instruction, College Instruction, Learner Engagement
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Reyes, Encarnación; Gálvez, Jaime C.; Enfedaque, Alejandro – Education Sciences, 2021
This paper presents the experience of a group of Construction and Building Materials lecturers following the introduction of a new contest-based gamification activity aimed at improving interest and learning outcomes in the course. Students' motivation is of key importance in utilizing educational activities for study and learning in the subject.…
Descriptors: Game Based Learning, Learning Motivation, Active Learning, Cooperative Learning
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Zou, Di; Zhang, Ruofei; Xie, Haoran; Wang, Fu Lee – Australasian Journal of Educational Technology, 2021
Information literacy (IL) is important for university students. In this research, we developed a digital role-playing game to enhance students' learning of IL and investigated the effects of gameplay modes on their learning performance, motivation, self-efficacy and flow experiences. A total of 90 students participated in the study and played the…
Descriptors: Computer Games, Educational Games, Game Based Learning, Role Playing
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Hopper, Timothy; Rhoades, Jesse Lee – Strategies: A Journal for Physical and Sport Educators, 2022
In this series of two articles, we connect complexity theoretical frameworks of ecological dynamics and enactivism to initiatives for learning to play tennis advocated by USTA and Tennis Canada. These initiatives were inspired by the International Tennis Federation commitment to reduce the complexity of learning tennis by rescaling the game for…
Descriptors: Racquet Sports, Foreign Countries, Motor Development, Psychomotor Skills
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Hopper, Timothy; Rhoades, Jesse Lee – Strategies: A Journal for Physical and Sport Educators, 2022
The second article (Part 2) builds on the theoretical and contextual foundation developed in paper one by exploring in more depth how to teach tennis based on the use of USTA modified equipment and Tennis Canada's play-practice-play program. Drawing on the enactivist cognitive approach to teaching tennis, this paper shows how tennis players,…
Descriptors: Educational Theories, Educational Change, Racquet Sports, Physical Education
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