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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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Xiao-Rong Guo; Si-Yang Liu; Shao-Ying Gong; Yang Cao; Jing Wang; Yan Fang – Education and Information Technologies, 2024
To enhance the effectiveness of educational games, researchers have advocated adding learning supports in educational games, but this may come at the cost of disrupting the learning experience. Embedding virtual companions to provide learning supports may be an effective solution that naturally integrates learning supports into the game. However,…
Descriptors: Educational Games, Mathematics Education, Middle School Students, Psychological Patterns
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Alma Pisabarro-Marron; Carlos Vivaracho-Pascual; Esperanza Manso-Martinez; Silvia Arias-Herguedas – IEEE Transactions on Education, 2024
Contribution: A successful activity based on the scavenger hunt (SH) game is presented here. Although "serious game" in education now seems synonymous with videogame, the effectiveness of hands-on traditional games to increase student performance that, besides, they also like is defended and proved. The proposal is not focused, as is…
Descriptors: Educational Games, Higher Education, Learning Processes, Student Motivation
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Joko Slamet; Yazid Basthomi; Francisca Maria Ivone; Evi Eliyanah – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This research explores the design and development of a gamified Massive Open Online Course (MOOC) aligned with the Self-Directed Learning (SDL) approach. The focus is addressing challenges to foster autonomous learning within the MOOC context. Background: MOOCs have emerged as a prominent platform for global education; however, they…
Descriptors: Gamification, MOOCs, Personal Autonomy, Learning Processes
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Meital Amzalag; Dorin Kadusi; Shimon Peretz – Journal of Educational Computing Research, 2024
Abundant research has tried to understand how games can be designed and used effectively to improve the learning process and to examine the correlations between digital learning games and student motivation, engagement, and knowledge retention. The current study examined the correlation between learning through digital game-based learning (DGBL)…
Descriptors: Learner Engagement, Academic Achievement, Game Based Learning, Electronic Learning
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Piñero Charlo, José Carlos – Education Sciences, 2020
The curricular perspective based on teaching processes which takes formal mathematical knowledge as a starting point has been severely criticized. This traditional perspective considers that the formal mathematical knowledge has to be taught prior to the application so, once taught, it can be used to solve problems. Along with this criticism,…
Descriptors: Educational Games, Game Based Learning, Mathematics Education, Learning Processes
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Shackelford, Laura; David Huang, Wenhao; Craig, Alan; Merrill, Cameron; Chen, Danying – Educational Media International, 2019
Virtual reality (VR) and game-based learning strategies have rarely been investigated together with a keen focus on motivational processing. This lack of understanding on motivational support of VR game-based learning has hindered the design of such environments to effectively and efficiently support intended learning processes. The study revealed…
Descriptors: Computer Simulation, Learning Strategies, Educational Games, Learning Processes
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In'am, Akhsanul; Sutrisno, Eko Sabdo – International Journal of Instruction, 2021
Strengthening self-efficacy and motivation in learning mathematics gives impacts on the students' capability in the field of mathematics, and this may be conducted through a proper learning model, one of which is the cooperative learning model. The objective of this present research was to analyze students' self-efficacy reinforcement and their…
Descriptors: Self Efficacy, Student Motivation, Mathematics Instruction, Mathematics Skills
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Silva, Rui; Rodrigues, Ricardo; Leal, Carmem – Accounting Education, 2019
Flow theory is used in this article [Csikszentmihalyi, M. (1990). "The domain of creativity"] to determine whether gamified resources, named Accountingame and Marketingame, possess certain characteristics which, in the form of educational games, increase the performance of Portuguese undergraduate students attending Accounting (N = 816)…
Descriptors: Accounting, Marketing, Business Administration Education, Game Based Learning
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Prieto, Marta Curto; Palma, Lara Orcos; Blázquez Tobías, Pedro Jesús; León, Francisco Javier Molina – Education Sciences, 2019
One of the main objectives in education is to increase the motivation of the students to achieve meaningful learning. The use of technologies in classrooms which students are familiarized with such as the smartphone or the tablet, is a way to achieve this goal. On the other hand, it has been proven that the inclusion of scenarios supported by…
Descriptors: Student Evaluation, Educational Games, Learning Processes, Student Motivation
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Wan, Kelvin; King, Vivian; Chan, Kevin – Electronic Journal of e-Learning, 2021
Game-Based Learning (GBL) has been recognized as an essential tool for motivating students to engage in active and constructive learning. While there is a link between GBL and learning outcomes, current research evidence tends to undermine the interrelationships of concepts and oversimplify flow experience in the context of GBL. This study adopted…
Descriptors: Metacognition, Game Based Learning, Student Motivation, Correlation
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Pitoyo, Muhammad Dafit; Sumardi; Asib, Abdul – International Journal of Language Education, 2020
Assessment and technology are two components that are very important in education. Assessment is the core of education, which provides teachers much information from their students and technology helps to achieve the learning goal more easily. Teachers are able to take the advantages of the integration of technology and assessment to get really…
Descriptors: Language Tests, Testing Problems, Technology Integration, Computer Assisted Testing
Walkington, Candace – Grantee Submission, 2020
This paper responds to a 2016 systematic literature review of the research on learning games by Ke (2016). The review paper unpacked the idea of intrinsic integration in learning games, analyzing important emergent themes. The key ideas and the value of this review are discussed in the context of the recent shift to virtual instruction. The…
Descriptors: Educational Games, Teaching Methods, Educational Technology, Technology Uses in Education
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Rachman, Angraeny Unedia – Online Submission, 2018
The purpose of this study was to improve children's cognitive ability of Group A in ECE Yasmin Jember, which was focused on (1) the ability to recognize simple concepts in daily life; (2) the ability to observe and curiosity; (3) the ability to classify; (4) the ability to relate cause and effect. This study was conducted by using qualitative…
Descriptors: Cognitive Ability, Early Childhood Education, Learning Processes, Problem Solving
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Liuta, Anastasiia V.; Perig, Alexander V.; Afanasieva, Marharyta A.; Skyrtach, Violetta M. – Industry and Higher Education, 2019
This article reports research into the didactic processes of a creative gamified learning process for hydraulics in an undergraduate technical university curriculum, enhanced by industry collaboration. It is based on the use of educational theories of didactic transposition, competency building, learning gamification and emotional intelligence. It…
Descriptors: Educational Games, Learning Strategies, Learning Processes, Hydraulics
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