NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 451 to 465 of 9,507 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Tiffany Yanyi Lee; Lit Wee Sim; Mohamed Syukri Bin Mohamed Anwar; Pierina Cheung; Kerry Lee; Daniel Ansari; Gianluca Esposito; Anne Rifkin-Graboi – European Journal of Psychology of Education, 2024
Mastery motivation predicts achievement, but intricacies amongst preschoolers are unclear. In keeping with the Specificity Principle, school-age, and adolescent research demonstrates the importance of considering the "setting conditions" in which mastery motivation is observed. Here, Singaporean 4-year-olds' (N = 63)…
Descriptors: Preschool Children, Student Motivation, Numeracy, Mathematics Activities
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Emma Hübinette; Stina Udén; Gustav Nilsson; Elinor Schad – European Journal of Psychology and Educational Research, 2024
The PAX Good Behavior Game (PAX-GBG) is a school-based intervention shown to enhance student self-regulation, encourage prosocial behavior, and curb challenging behaviors. However, little is understood about students' perspectives on the intervention. In this study, we conducted a survey and semi-structured interviews with 3rd-grade students in…
Descriptors: Foreign Countries, Grade 3, Elementary School Students, Student Attitudes
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Thada Jantakoon; Kitsadaporn Jantakun; Thiti Jantakun; Somsuk Trisupakitti; Potsirin Limpinan – Higher Education Studies, 2024
STEAM education with gamification, a method that integrates game elements into the learning process, has proven to be a powerful tool. It not only encompasses various forms of gamified education but also has the potential to captivate and inspire students, breathing life into the course material. This study aims to present a comprehensive summary…
Descriptors: STEM Education, Art Education, Gamification, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Clancy M. Seymour; Mark Garrison; Jeffrey R. Lindauer; Stephen Harvey – Journal of Teaching in Physical Education, 2024
Background/Purpose: The purpose of this study was to investigate physical educators' self-reported use, understanding, and confidence with game-based approaches (GBAs) in their K-12 physical education programs. Method: A survey of New York State physical education professionals was conducted that yielded quantitative data on how they used…
Descriptors: Physical Education Teachers, Game Based Learning, Elementary Secondary Education, Physical Education
Peer reviewed Peer reviewed
Direct linkDirect link
Faizan Ahmad; Momina Shaheen; Zeeshan Ahmed; Rubata Riasat; Sara Muneeb – Interactive Learning Environments, 2024
Undertaking cognitively stimulating activities over the course of life, such as playing brain games (BGs), is only possible if they continuously deliver a playful as well as playable experience. The understanding of how these subcomponents of experience (i.e. playfulness and playability) get influenced in both modes (single vs. two-player) of…
Descriptors: Gamification, Play, Educational Games, Learner Engagement
Peer reviewed Peer reviewed
Direct linkDirect link
Gabriele Bertozzi; Claudia Paciarotti; Massimiliano M. Schiraldi – European Journal of Engineering Education, 2024
Serious games are instructional tools that harmonise different pedagogical approaches and pursue specific behavioural and learning outcomes. Characterised by flexibility and complexity, serious games can draw from a vast number of elements and game mechanics. We argue that such adaptability requires specific pedagogical competencies from designers…
Descriptors: Engineering Education, Educational Games, Design, Student Motivation
Peer reviewed Peer reviewed
Direct linkDirect link
Zhihui Zhang; Xiaomeng Huang – Education and Information Technologies, 2024
Blended learning combines online and traditional classroom instruction, aiming to optimize educational outcomes. Despite its potential, student engagement with online components remains a significant challenge. Gamification has emerged as a popular solution to bolster engagement, though its effectiveness is contested, with research yielding mixed…
Descriptors: Educational Games, Blended Learning, Learning Motivation, Language Proficiency
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Aisyah Saad Abdul Rahim; Kee Man Chuah – Electronic Journal of e-Learning, 2024
This research explores the development, execution, and student feedback on a multi-themed digital escape room (ER) activity, designed for teaching medicinal chemistry during the COVID-19 pandemic. It aimed to examine students' perceptions of the ER activity, focusing on its effectiveness in enriching students' understanding of medicinal chemistry…
Descriptors: Foreign Countries, Chemistry, Undergraduate Students, Pharmaceutical Education
Peer reviewed Peer reviewed
Direct linkDirect link
Kübra Taskara; Emrah Ekmekçi – Language Learning in Higher Education, 2024
This study explores Turkish Higher Education EFL instructors' perceptions and awareness of 'gamification', along with their practices of integrating it into the classroom. Through in-depth interviews with 6 instructors, the research reveals accurate conceptual understanding and alignment between instructors' knowledge and actual gamification…
Descriptors: Foreign Countries, College Faculty, English (Second Language), Language Teachers
Peer reviewed Peer reviewed
Direct linkDirect link
Sneha Maji; Amritansh Saha; Harsh Pal – Discover Education, 2024
Serious games are generally considered to induce positive effects in the areas of learning motivation and learning gains. Yet few studies have examined how these factors are related specially in the context of visual aesthetic studies. Therefore, an empirical study was conducted to test the relationship between anticipated enjoyment and…
Descriptors: Learner Engagement, Educational Games, Computer Simulation, Heritage Education
Peer reviewed Peer reviewed
Direct linkDirect link
Rebecchi Kevin; Lubart Todd; Hagège Hélène – Discover Education, 2024
Education today is evolving to foster essential psychosocial skills like creativity, critical thinking, and responsibility, equipping students for 21st-century challenges. However, it is crucial to examine the motivations driving these changes and their alignment with broader societal goals beyond merely economic interests. This article explores…
Descriptors: Teaching Methods, Creativity, Ethics, Social Responsibility
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Thien Chi Do; Nuong To Huynh – International Society for Technology, Education, and Science, 2024
The aim of the study was to investigate English as a Foreign Language (EFL) students' perception of using Wordwall application in vocabulary memorization at a private university in the Mekong Delta of Vietnam. This study also explores the strengths and weaknesses of Wordwall application. The mixed-method design was used in this study. The…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, Memorization
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Sittichai Wichaidit; Patcharee R. Wichaidit – Journal of Pedagogical Research, 2024
Game-based learning has gained significant attention from educational researchers because of its ability to create an engaging and enjoyable learning environment for students. However, there was a research gap regarding the design of game mechanics that specifically helped students understand abstract scientific concepts. Also, the impact of…
Descriptors: Game Based Learning, Abstract Reasoning, Scientific Concepts, Biology
Peer reviewed Peer reviewed
Direct linkDirect link
Toshiya Arakawa; Haruki Miyakawa – Technology, Knowledge and Learning, 2025
Data science education in Japan extends from elementary to high school students. However, some studies show that this has not enhanced interest or curiosity in data science. Therefore, gamification appears to be an efficient method for encouraging high school students' interest in data science, with research indicating that video games are…
Descriptors: Data Science, Educational Games, Statistics Education, Foreign Countries
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Mohammed H. Albahiri; Ali A. M. Alhaj; Bandar M. Al Oteibi – Educational Process: International Journal, 2025
Background/purpose: This research aimed at designing an educational program based on gamification for teaching mathematics as required by the Trends in International Mathematics and Science Study (TIMSS) to determine its impact on advancing strategic competence among fourth-grade male students in the first semester of Academic Year 1445AH in…
Descriptors: Gamification, Mathematics Instruction, Game Based Learning, Educational Games
Pages: 1  |  ...  |  27  |  28  |  29  |  30  |  31  |  32  |  33  |  34  |  35  |  ...  |  634