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Mohammad Ilbeigi; Diana Bairaktarova; Romina Ehsani – Journal of Civil Engineering Education, 2024
Experiential learning through active exploration can play a vital role in fostering critical thinking and problem-solving skills in engineering education. However, the complex nature of the construction industry in the 21st century cannot afford an education through trial and error in a real environment. This case study aims to promote…
Descriptors: Gamification, Educational Games, Engineering Education, Active Learning
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David Faitelson; Shai Gul; Michal Arieli – PRIMUS, 2024
Exercise is essential for mastering mathematics, but it faces two major hurdles. First, students are often not motivated to do their homework. Second, checking traditional homework is a manual and labor-intensive process that becomes harder to support as the number of students increases. We argue that computer games could alleviate both problems.…
Descriptors: Mathematics Instruction, College Mathematics, Homework, Computer Games
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Ernesto Colomo-Magaña; Alejandro Colomo-Magaña; Andrea Cívico-Ariza; Lauren Basgall – Journal of Technology and Science Education, 2024
Gamification involves making teaching processes fun with the intention of improving factors that affect learning, such as motivation. Although the focus is not on the game itself and the corresponding entertainment, its design and results provide an alternative for developing educational proposals that make students the protagonists and generate…
Descriptors: Preservice Teachers, Elementary School Teachers, Gamification, Teaching Methods
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Denitza Anguelova Charkova – Discover Education, 2024
Higher education institutions (HEIs) have made substantial strides towards incorporating sustainability into their curricula. However, the methodology of education for sustainable development (ESD) needs to be more performance-oriented and grounded in practical experience in order to foster behavioral changes towards environmental protection. The…
Descriptors: Gamification, Sustainability, Information Technology, Sustainable Development
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Mustafa Örgüt; Özgen Korkmaz; Volkan Kukul; Feray Ugur Erdogmus – International Journal of Technology in Education, 2024
In this study, a scale was created to measure the gamification ability levels of teachers. The rating system is a 5-point Likert scale. The scale has 36 items and 4 variables. The research's study group is made up of 526 instructors who are employed during the academic year 2022-2023 in kindergarten, primary schools, secondary schools, and high…
Descriptors: Self Efficacy, Gamification, Measures (Individuals), Preschool Teachers
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Maria del Carmen Pegalajar-Palomino; Estefanía Martínez-Valdivia – Journal of Technology and Science Education, 2024
This research explores the perception of university students of Degrees in Education towards gamification mediated by Information and Communication Technologies (ICT) as an innovative teaching strategy, aligned with the principles of educational quality of the UN Agenda 2030. A quantitative, descriptive, cross-sectional and inferential research…
Descriptors: College Freshmen, Student Attitudes, Gamification, Educational Technology
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Mahalakshmi Ramamurthy; Alex L. White; Jason D. Yeatman – Developmental Science, 2024
In the search for mechanisms that contribute to dyslexia, the term "attention" has been invoked to explain performance in a variety of tasks, creating confusion since all tasks do, indeed, demand "attention." Many studies lack an experimental manipulation of attention that would be necessary to determine its influence on task…
Descriptors: Children, Adolescents, Dyslexia, Spatial Ability
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Amir Haj-Bolouri; Jesse Katende; Matti Rossi – Journal of Workplace Learning, 2024
Purpose: The reemergence of immersive virtual technology (IVR) provides both opportunities and challenges for workplace learning (WPL). The purpose of this study is to explore and develop knowledge about how gamification influences the WPL experience by addressing two research questions: "RQ1." What characterizes a gamified immersive…
Descriptors: Safety Education, Computer Simulation, Technology Uses in Education, Workplace Learning
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Ting-Sheng Weng; Ting-Hsuan Lin – Smart Learning Environments, 2024
In computer-based dialogue learning, students' willingness to communicate and ability to interact is one of the important factors. Few studies have examined the testing of mobile metaverse teaching material systems built for interactive communication and learning courses. This study developed and designed course content for a virtual classroom,…
Descriptors: Students, Problem Solving, Gamification, Video Games
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Sigit D. Laksana; Punaji Setyosari; Henry Praherdhiono; Dedi Kuswandi; Dahlia Jannan – Pegem Journal of Education and Instruction, 2024
Mathematics is one of the essential subjects for students because it focuses more on the ability to remember, memorize, and interpret. In addition, gamification in mathematics is excellent since it promotes critical and creative problem-solving and enhances children's metacognitive abilities. This experimental study investigates the impact of…
Descriptors: Gamification, Metacognition, Mathematics Skills, Problem Solving
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Alj Zakaria; Bouayad Anas; Mohammed Ouçamah Cherkaoui Malki – Journal of Educators Online, 2024
A massive open online course (MOOC) is a powerful tool for expanding educational opportunities, but one of the major challenges facing MOOCs is the high dropout rate. Low completion rates indicate issues with student engagement and motivation. Gamification, the incorporation of game elements in non-game contexts, has shown promise in increasing…
Descriptors: Gamification, MOOCs, Student Motivation, Learner Engagement
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Kitsadaporn Jantakun; Thada Jantakoon; Rukthin Laoha – International Education Studies, 2024
The STEAM learning environment with a gamification system has been found to promote innovators by enhancing creative thinking and innovation skills in students. It can engage and motivate students, making the course content come alive. The objective of this study is to provide an overview of the research conducted in the field of STEAM education…
Descriptors: STEM Education, Art Education, Educational Environment, Gamification
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Di Iorio, Jacopo; Vantini, Simone – Journal of Statistics and Data Science Education, 2021
In this article, we discuss our attempt to teach applied statistics techniques typically taught in advanced courses, such as clustering and principal component analysis, to a non-mathematical educated audience. Considering the negative attitude and inclination toward mathematical disciplines of our students we introduce them to our topics using…
Descriptors: Multivariate Analysis, Gamification, Statistics Education, Video Games
Emmanuel Dumbuya – Online Submission, 2025
The exponential growth of online learning has catalyzed significant pedagogical innovations and transformed the educational landscape. This paper explores the emerging trends in online learning, including the shift towards blended learning, the rise of personalized learning, and the integration of technology-enhanced pedagogical practices. The…
Descriptors: Educational Trends, Electronic Learning, Educational Innovation, Teaching Methods
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Ziya Görkem Celasun; Senem Üstün Kaya – Turkish Online Journal of Educational Technology - TOJET, 2025
Gamification has emerged as a transformative approach in education, integrating game elements such as points, badges, leaderboards, and progress bars with traditional learning to enhance engagement and improve learning outcomes. By leveraging psychological principles of motivation, gamification fosters participation and persistence, making it a…
Descriptors: Gamification, Cognitive Processes, Anxiety, Self Esteem
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