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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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Sabha Hakim Allehyani; Shatha Abdullah Alfayez – International Society for Technology, Education, and Science, 2024
Gamification is one of the novel teaching strategies, which has an effective role in developing students' learning, mainly in second language acquisition. In Saudi Arabia, the implementation of gamification as a strategy in English language teaching is a fairly new concept in Early Childhood Education (ECE). The primary goal of this study is to…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Learning Motivation
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Akinade Adebowale Adewojo – Digital Education Review, 2025
As educational spaces transition from physical classrooms to digital and AI-mediated environments, this research explores the ontological implications of this shift. By examining the concept of the "Future Classroom," which extends learning spaces into virtual, augmented, and AI-driven realities, this study asks whether digital spaces…
Descriptors: Educational Trends, Futures (of Society), Virtual Classrooms, Artificial Intelligence
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Ramírez-Donoso, Luis; Pérez-Sanagustín, Mar; Neyem, Andrés; Alario-Hoyos, Carlos; Hilliger, Isabel; Rojos, Felipe – Interactive Learning Environments, 2023
Over the past years, higher education institutions have been exploring different mechanisms to adapt their learning and teaching practices to increase students' engagement. One of the proposals has been to reuse Massive Online Open Courses (MOOCs) as Small Online Private Courses (SPOCs), or as complementary resources in traditional courses through…
Descriptors: Technology Uses in Education, Electronic Learning, Cooperative Learning, Gamification
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Ismail Yildiz; Ersin Topcu; Esra Izmir – i.e.: inquiry in education, 2023
This study delves into the transformative potential of gamification within the realm of education by integrating game elements into a lesson process primarily designed for non-gaming purposes and contexts. In this study, gamification was created by incorporating game elements such as points, badges and leaderboards into a lesson process designed…
Descriptors: Gamification, Preservice Teachers, Social Studies, Student Attitudes
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Vázquez-Cano, Esteban; Quicios-García, María-Pilar; Fombona, Javier; Rodríguez-Arce, Jorge – Education and Information Technologies, 2023
The main objective of this research is to determine the perception of teachers about the elements that increases the educational effectiveness of gamified apps in primary education. A methodology based on an importance-performance analysis was developed, using a structural equations model to calculate the degree of importance of each variable. The…
Descriptors: Instructional Design, Computer Oriented Programs, Gamification, Elementary Education
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Zainuddin, Zamzami; Alba, Amru; Gunawan, Taufik; Armanda, Dicky; Zahara, Ana – Interactive Technology and Smart Education, 2023
Purpose: This study aims to construct a scale and identify the factors that might affect the implementation of gamification and Bloom's Digital Taxonomy-based assessment of students' learning, guided by the Goal-Setting Theory. Design/Methodology/Approach: This study used a sequential exploratory mixed-methods design where data were collected…
Descriptors: Gamification, Taxonomy, Electronic Learning, Test Construction
Alison M. Hill; Nicholas J. Harmer – Journal of Chemical Education, 2023
Gamification has a strong track record of improving student engagement and learning in the chemical sciences. Meta-analyses of different approaches to gamification have highlighted that providing a game fiction, encouraging students to work in teams, and breaking games into smaller "quests" are particularly effective. Here, we aimed to…
Descriptors: Foreign Countries, Undergraduate Students, Chemistry, Science Instruction
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Miller De Rutté, Alyssia; Lopez, Megan – L2 Journal, 2022
Gamification within courses has offered great opportunities for students to engage further into the course material. Traditionally, gamification is used with one or two elements of a course. This study investigated full course gamification of a Second Language (L2) classroom, which has not been explored heavily within research. The researchers…
Descriptors: Gamification, Second Language Learning, Curriculum Development, Student Attitudes
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Pingmuang, Pawarit; Koraneekij, Prakob – Electronic Journal of e-Learning, 2022
The purposes of this research were 1) to study the user experience and needs of EFL students and teachers in learning English writing skills; 2) t to design and develop a mobile-assisted language learning (MALL) application, teaching writing procedure, and writing activities; and 3) to implement a MALL application and, teaching writing procedure…
Descriptors: Handheld Devices, Second Language Learning, Gamification, Writing Skills
Peter Sherman Johnson – ProQuest LLC, 2022
This qualitative case study responds to a significant gap in the literature in the area of gamification for vocabulary study among international students in higher education. It aims to respond to a call for a more in-depth qualitative analysis of gamification techniques on student learning experiences in comparison to the more commonplace…
Descriptors: Gamification, Vocabulary Development, Foreign Students, Second Language Learning
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Sotiroula Theodosi; Iolie Nicolaidou – International Association for Development of the Information Society, 2022
This paper describes a work in progress to design and evaluate an e-learning intervention that utilizes the Internet of Things (IoT) to increase awareness of the dangers of ultraviolet (UV) radiation exposure and promote sun protection practices early in life. The authors' previous work in a pre-test post-test control group study (Study 1)…
Descriptors: Electronic Learning, Educational Environment, Influences, Childrens Attitudes
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Victoria Bonefont; Burton Carbino; Rana Zakerzadeh – Biomedical Engineering Education, 2022
This paper identifies an opportunity to integrate gamification in undergraduate biomedical engineering (BME) classrooms to alleviate student test anxiety and promote student perception of their academic performance. Gamification is a popular educational strategy that does not appear to be widely explored or adopted in higher education,…
Descriptors: Test Anxiety, Gamification, Undergraduate Students, Biomedicine
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Joko Slamet; Yazid Basthomi; Francisca Maria Ivone; Evi Eliyanah – Teaching & Learning Inquiry, 2024
Massive open online courses (MOOCs) have significantly advanced online education. Yet, MOOC instructors still grapple with the ongoing challenge of low learner engagement while striving to foster autonomous and self-directed learning (SDL). Integrating gamification into these courses could be a promising solution. However, the extent to which…
Descriptors: Foreign Countries, College Students, Gamification, English for Academic Purposes
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Fan Su; Di Zou – Knowledge Management & E-Learning, 2024
Educational games, prevalent in contemporary settings, leverage game-based learning (GBL) to actively engage and enhance learners' knowledge and skill acquisition through captivating in-game learning activities. To assess the effectiveness of GBL, game-based assessment (GBA) has emerged. GBA employs gameplay for learners to attain educational…
Descriptors: Game Based Learning, Student Evaluation, Educational Games, Instructional Effectiveness
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