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Wijaya, Mahaning Indrawaty – Education and Information Technologies, 2023
ERP courses have been running for decades and are applied by various university majors, ranging from business school, information systems, and computer science to industrial engineering. Every major has a different ERP curriculum that is adapted based on the nature and goals of the major. In conjunction with this, a lot of research has been…
Descriptors: Business Administration Education, Entrepreneurship, Curriculum Development, Business Schools
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Pialarissi, Elisiê; De Oliveira Prado, Danielle Gonçalves; Da Silva, Gustavo Avelino; De Godoi, Milena Maria – International Society for Technology, Education, and Science, 2022
As imperceptible as it is, mathematics is fundamental and is present on several occasions in our daily lives, but among 65 countries Brazil still ranks 53rd in education. The lack of investment in primary education has affected students learning since the early years. From this perspective, this paper proposed to verify teaching/learning in…
Descriptors: Foreign Countries, Mathematics Instruction, Teaching Methods, Learning Processes
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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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Castillo-Parra, Byron; Hidalgo-Cajo, Byron Geovanny; Vásconez-Barrera, Milton; Oleas-López, Julio – World Journal on Educational Technology: Current Issues, 2022
Gamification is a learning technique that transfers the mechanics of games to the educational environment in order to achieve better pedagogical results mediated by technological tools, this technique is used as an alternative to the traditional teaching methodology that is increasingly used in higher education, which is why the objective of the…
Descriptors: Gamification, Higher Education, Literature Reviews, Game Based Learning
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Gao, Yuchan; Gee, Elisabeth – International Journal of Game-Based Learning, 2023
The game-mediated second and foreign language (GML2) field investigates how games can be used in facilitating L2 teaching and learning. This review explores how researchers define and differentiate among GML2 practices. A total of 51 publications from 2010 to 2021 were analyzed, revealing that only 40% of the publications defined GML2 practices,…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
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Olajumoke Salami; Erica Dorethea Spangenberg – Journal of Mathematics Education at Teachers College, 2024
Playing mathematical games helps many senior secondary school students--especially girls--acquire basic mathematical skills, but it can be difficult. Thus, this study examined how gender-related mathematical gameplay affects secondary school students' performance. The design of the study was quasi-experimental. Purposively, a sample of fifty…
Descriptors: Educational Games, Game Based Learning, Secondary School Students, Mathematics Instruction
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Abarkan, Ali; BenYakhlef, Majid – Education and Information Technologies, 2022
Learning to code is far from an easy task, it is a promising approach that underscores the use of the video game culture of students to motivate them to invest their time in the practice of programming. The students in this discipline are often discouraged by the amount of information to remember and the complex and constraining syntaxes.…
Descriptors: Programming Languages, Educational Games, Computer Games, Learning Motivation
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Yue Hu – Innovations in Education and Teaching International, 2024
Kahoot!, a game-based student response system, is increasingly being incorporated into classrooms to maintain student engagement, improve classroom dynamics, and enhance learning outcomes. However, empirical studies exploring how using Kahoot! affects university students' learning, particularly in China, are scant. This exploratory, one-group,…
Descriptors: Game Based Learning, Educational Games, Technology Uses in Education, Student Reaction
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Feyza Candan; Mehmet Basaran – Interactive Learning Environments, 2024
This research aims to examine the effects of Kahoot, a technology-based gamification tool, on the learning process. The research design is qualitative and uses meta-thematic analysis to analyze data collected through document analysis and content analysis of 40 studies. The results show that Kahoot has positive impacts on students' cognitive,…
Descriptors: Public School Teachers, Gamification, Educational Games, Technology Uses in Education
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Sibel Er Nas; Havva Yaman – Malaysian Online Journal of Educational Technology, 2023
The aim of the study is to evaluate the educational games implementation process from the science teacher candidates, students and parents perspective. The special case method, which allows evaluating an event in depth, was preferred. The implementation process was completed in 14 weeks. The study group consists of 36 science teacher candidates,…
Descriptors: Educational Games, Preservice Teachers, Science Teachers, Science Education
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Jabar, Abdul; Gazali, Rahmita Yuliana; Ningrum, Ajeng Ayu; Atsnan, Muh. Fajaruddin; Prahmana, Rully Charitas Indra – Mathematics Teaching Research Journal, 2022
Bahasinan is a traditional game, a maritime cultural heritage, which still exists today in the area of South Kalimantan, Indonesia, precisely in the village of Gunung Makmur. Bahasinan itself is a traditional game that should be played in groups. In Bahasinan, people can find many aspects that have strong correlation with the learning of…
Descriptors: Mathematics Instruction, Educational Games, Mathematical Concepts, Concept Formation
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José María Gavilán-Izquierdo; Inés Gallego-Sánchez – Journal of Education for Teaching: International Research and Pedagogy, 2025
This research considers the need to train teachers who can effectively integrate technology for teaching and learning mathematics. The primary goal of this research is to showcase a successful training experience by identifying and describing some indicators of the technological pedagogical content knowledge acquired by pre-service early childhood…
Descriptors: Technological Literacy, Pedagogical Content Knowledge, Mathematics Instruction, Mathematical Concepts
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Anis, Siti Khadijah; Masek, Alias; Nurtanto, Muhammad; Kholifah, Nur – International Journal of Evaluation and Research in Education, 2022
Non-digital games are a tool that can help children to build and improve problem solving skills in early mathematics learning. Teachers need to design a learning activity using non-digital games taken account problem solving skills in the learning activities. However, the application of problemsolving skills in early mathematics learning…
Descriptors: Methods, Teaching Methods, Problem Solving, Mathematics Instruction
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Somkiat Kongthanajindasiri; Manop Sungkaew; Benchaporn Sawangsri – Journal of Education and Learning, 2025
In this study, we aimed to develop an active play learning model to enhance cognitive thinking skills in elementary school students. We employed a qualitative research methodology, targeting health and physical education teachers from schools in Suphan Buri Province in Thailand. We collected data through individual surveys and indepth interviews…
Descriptors: Foreign Countries, Play, Executive Function, Elementary School Students
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Rudy Brass; Ebunoluwa Braithwaite; Hope E. Edwards; Jasleen Kaur; Anna Kleanthous; Toby T. Madhlangobe; Anand D. Mistry; Ared Suma; Shane Lo Fan Hin; Dylan P. Williams – Journal of Chemical Education, 2024
The gamification of learning has increased in popularity in recent years as a tool for enhancing student engagement and attainment. In undergraduate chemistry courses, hybridization is a fundamental concept that students need to master in order to understand introductory organic and inorganic topics. This study focused on the development of a card…
Descriptors: Science Instruction, Teaching Methods, Introductory Courses, Organic Chemistry
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