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Iago Rodrigues Agualuza; Silvana Morita Melo; Lina Garcés; Vânia de Oliveira Neves – Informatics in Education, 2025
Modern software companies prioritize high-quality products for competitiveness, and Software Process Improvement (SPI) models help achieve this. In Brazil, the Brazilian Software Process Improvement Model ("MPS-SW" model) is widely used, but its complexity and extensive documentation make it challenging to teach in undergraduate courses.…
Descriptors: Educational Games, Teaching Methods, Computer Science Education, Computer Software
Sonia Lorente; Mónica Arnal-Palacián; Maximiliano Paredes-Velasco – European Journal of Psychology of Education, 2024
The European Higher Education Area (EHEA) proposes to enhance active learning and student protagonism in order to improve academic performance. In this sense, different methodologies are emerging to create scenarios for self-regulation of their learning. In this study the cooperative, collaborative and interdisciplinary learning methodologies were…
Descriptors: Cooperative Learning, Interdisciplinary Approach, Computer Software, Universities
Yilmaz Özkan; Enes A. Bilgin; Günes Ugras – Journal of Pedagogical Research, 2025
The purpose of this study was to investigate the impact of computer-assisted instruction [CAI], incorporating virtual reality [VR], on the academic achievement of 6th-grade students in Science courses. The research employed a quasi-experimental design with a pre-test and post-test control group. Lessons in both experimental and control groups were…
Descriptors: Gender Differences, Teaching Methods, Computer Assisted Instruction, Academic Achievement
Carlos Vázquez-Martín; José M. Ramírez-Hurtado; Esteban Vázquez-Cano – International Journal of Technology in Education, 2025
This study investigates the impact of video game usage on the creativity of students attending Waldorf schools. The research aims to: (1) analyze daily time spent on video games and its influence on creativity levels, (2) explore the effect of devices used for gaming, (3) identify the most popular game genres among students, and (4) assess the…
Descriptors: Video Games, Influence of Technology, Creativity, Student Behavior
Wendy James; Grainne Oates; Nikki Schonfeldt – Accounting Education, 2025
There is growing support to the argument that effective use of technology in blended learning initiatives, such as gamification, can influence student retention and combat low levels of student engagement as well as improve academic performance. The aim of this study is to investigate the effectiveness of a gamified mobile application (GMA)…
Descriptors: Accounting, Business Education, Learner Engagement, Instructional Materials
Kevser Hava; Mete Akcaoglu – Journal of Teacher Education and Educators, 2025
In this quasi-experimental study, we examined the effect of a self-reflection activity on the utility value of pre-service teachers in teaching game design. A pretest-posttest design was used to determine any differences associated with the intervention. 129 pre-service teachers from different majors participated in the study. The participants…
Descriptors: Preservice Teachers, Teacher Attitudes, Reflection, Computer Games
Semiyu Adejare Aderibigbe; Maher Omar; Hussein Elmehdi; Laura Colucci-Gray; Khaled Hamad; Abdallah Shanableh; Hussein Al-Othman; Mohamed Hassan Taha; Wiam Elshami – Turkish Online Journal of Distance Education, 2025
The COVID-19 pandemic precipitated a rapid shift to virtual learning environments (VLEs) in higher education institutions (HEIs), presenting a complex array of challenges and opportunities. This study investigates the critical factors influencing faculty members' swift transition to VLEs during emergencies, focusing on a semi-government Emirati…
Descriptors: Foreign Countries, COVID-19, Pandemics, College Faculty
Mikroyannidis, Alexander; Gómez-Goiri, Aitor; Smith, Andrew; Domingue, John – Interactive Learning Environments, 2020
The main challenges commonly associated with acquiring practical network engineering skills are the requirements for access to specialised and up-to-date network equipment, as well as the high costs associated with obtaining and maintaining this equipment. The PT Anywhere initiative addresses these challenges by offering a mobile environment for…
Descriptors: Computer Science Education, Computer Networks, Data Analysis, Engineering
Lubna Mohammed Alshamrani – Pegem Journal of Education and Instruction, 2024
Reflective practice is an essential catalyst through which the benefits of teaching and learning can be reaped. Through it, weaknesses and strengths can be identified in a way that helps raise the level of addressing challenges that may arise as well as overcome them. This paper presents the critical reflective practices among computer science…
Descriptors: Reflective Teaching, Secondary School Teachers, Computer Science, Foreign Countries
Alicia Ndegwa; Mar Gutiérrez-Colón; Marni Manegre – Interactive Learning Environments, 2024
The on-going implementation of the new curriculum of the new education system in Kenya includes the administration of technology in the classroom. In this study, this was achieved through the use of a gamified app in a local private school in Kenya, a gamified Swahili app. As Swahili is the language that is Kenya's national and one of two official…
Descriptors: Foreign Countries, Reading Comprehension, African Languages, Comparative Analysis
Thomas Conmy – ProQuest LLC, 2023
The purpose of this meta-analysis was to investigate the effectiveness of the use of games as part of mathematics instruction on academic achievement in grades Kindergarten to 12 in the United States. There were 17 studies selected for investigation published from 2010 to 2023 that focused on game-based learning and mathematics. This meta-analysis…
Descriptors: Meta Analysis, Mathematics Instruction, Game Based Learning, Learning Management Systems
Nicholas Ogbonna Onele; Theresa Chinyere Ogbuanya – Journal of Teaching and Learning, 2025
This study adopted a pre-test post-test quasi-experimental design. The sample size was 162 students from eight universities. The sample was categorized into two groups: Group I (n=79) and Group II (n=83). Electric VLab, provided the environment. A researcher-made achievement test, comprising multiple-choice, essay and practical questions was used…
Descriptors: Gender Differences, Teaching Methods, Academic Achievement, Computer Simulation
Obeid, Samah; Demirkan, Halime – Interactive Learning Environments, 2023
With the recent advancements in digital technologies, the design studios are transformed to virtual environments that offer both to design students and instructors a broader perspective in understanding the design process. As an integral part of design process, the supporting virtual tools enhance creativity in basic design studios. This study…
Descriptors: Creativity, Design, Teaching Methods, Computer Simulation
Josh Freeman – Higher Education Policy Institute, 2025
Building on our 2024 AI Survey, we surveyed 1,041 full-time undergraduate students through Savanta about their use of generative artificial intelligence (GenAI) tools. In 2025, we find that the student use of AI has surged in the last year, with almost all students (92%) now using AI in some form, up from 66% in 2024, and some 88% having used…
Descriptors: Student Surveys, Student Attitudes, Cheating, Artificial Intelligence
Bölek, Kerem A.; De Jong, Guido; Van der Zee, Catharina E. E. M.; Cappellen van Walsum, Anne-Marie; Henssen, Dylan J. H. A. – Anatomical Sciences Education, 2022
The use of augmented reality (AR) in teaching and studying neuroanatomy has been well researched. Previous research showed that AR-based learning of neuroanatomy has both alleviated cognitive load and was attractive to young learners. However, how the attractiveness of AR effects student motivation has not been discovered. Therefore, the…
Descriptors: Student Motivation, Computer Simulation, Neurology, Anatomy

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