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David Juárez-Varón; Manuel Ángel Juárez-Varón; Ana Mengual-Recuerda; Beatriz Andres – International Journal of Game-Based Learning, 2024
This research delves into the comparative analysis of brain activity using gamification in the classroom versus traditional teaching. This study aims to employ neurotechnology to record and analyse the impact of active gamification methodology on relevant variables in the learning process within a traditional university education setting,…
Descriptors: College Students, Human Resources, Personnel Management, Courses
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Yu-Fen Yang; Wen-Min Hsieh; Wing-Kwong Wong; Yi-Chun Hong; Siao-Cing Lai – Computer Assisted Language Learning, 2024
Foreign Language Anxiety (FLA) is considered a central affective factor influencing English as a Foreign Language (EFL) learning. This study thus developed an online simulation game to create a virtually situated learning environment for reducing EFL primary school students' FLA levels and improving their English vocabulary learning. A total of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
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Suja P. Davis; Rebecca Kitzmiller – International Journal on E-Learning, 2024
While online learning holds many benefits for graduate students, lack of student interaction often found in asynchronous content delivery may negatively impact student engagement. This study examined student perceptions of online lecture-embedded interactive activities that promoted student active engagement through quizzes and gamification. From…
Descriptors: Nursing, Nursing Education, Nursing Students, Graduate Students
Ioana Boghian, Editor; Gabriel Mares, Editor – Springer, 2025
This volume addresses issues related to inclusive education and gamification and offers practical ideas for using games and gamified learning as effective methodological tools in inclusive education and in promoting inclusion in education. The work is structured into a predominantly theoretical section, and an applicative, illustrative one. The…
Descriptors: Gamification, Inclusion, Teaching Methods, Educational Games
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Amr El Koshiry; Mohamed Abd Allah Tony – Educational Process: International Journal, 2025
Background/purpose: In the context of digitalization, education systems are evolving at a fast pace into adaptive, inclusive, and data-driven paradigms. This study explores how artificial intelligence (AI) is revolutionizing modern learning methods in the areas of personalization, real-time feedback, and intelligent tutoring systems. It presents…
Descriptors: Artificial Intelligence, Technology Uses in Education, Electronic Learning, Barriers
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Chugh, Ritesh; Turnbull, Darren – Contemporary Educational Technology, 2023
Gaming is becoming a popular method of engaging students in learning processes across all levels of the educational community. The effective integration of gaming activities into course curricula has the potential to enhance student learning, motivation, and knowledge acquisition in a range of disciplines. However, gamification of education is not…
Descriptors: Gamification, Citation Analysis, Network Analysis, Bibliometrics
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Barbetta, Patricia M. – Journal of Educational Technology Systems, 2023
Higher education (HE) faculty are increasingly teaching online. For many faculty, this represents a new instructional mode that comes with its own set of challenges but also with new instructional possibilities. One challenge is identifying innovative and effective active learning methods that academically engage online students. Along with other…
Descriptors: College Faculty, Educational Technology, Technology Uses in Education, Active Learning
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Jacobs, Eva; Garbrecht, Oliver; Kneer, Reinhold; Rohlfs, Wilko – European Journal of Engineering Education, 2023
There is a lack of research on how game-based learning apps should be designed for engineering education. This paper addresses two research questions: What do engineering students expect from a learning app? Which educational approach and learning app design can meet these requirements? A survey revealed the particular demands of engineering…
Descriptors: Game Based Learning, Educational Games, Computer Oriented Programs, Engineering Education
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Munchuree Kaosayapandhu – PASAA: Journal of Language Teaching and Learning in Thailand, 2023
The objective of this study was to investigate the influence of the popular Duolingo App on learning English in Thailand. Parts of the Duolingo English course for Thai speakers were used in a classroom-based intervention with two sections of English for Professional Purposes courses at a Thai university (n = 128). The students were split into two…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Educational Technology
Henn, Betsy K. – ProQuest LLC, 2023
This phenomenological study explored fourth-grade students' perspectives on the barriers and successes they experienced in flexible blended learning. Focus group interviews were conducted to gain insight into the students' motivation, perceived barriers, possible changes, and their own skills and characteristics for success. Thematic analysis was…
Descriptors: Phenomenology, Elementary School Students, Grade 4, Blended Learning
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Vusumuzi Maphosa – Cogent Education, 2024
This study explores students' perceptions of the authentic learning opportunities provided by Moodle at a rural university, aiming to link their lived experiences with their educational journeys through technology-enabled environments that foster active participation, collaboration, and co-creation of knowledge. Employing a descriptive and…
Descriptors: Student Attitudes, Rural Schools, Learning Management Systems, Undergraduate Students
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Esterhuizen, Joshua; Drevin, Günther; Snyman, Dirk; Drevin, Lynette – International Association for Development of the Information Society, 2022
Education is shifting towards a more technology focused mode of delivery, or at least combining technology use with standard methods. A potential effect of this could be the introduction and use of games in classrooms. This study looks at the possibility of adapting various domains of knowledge into digital games referred to as serious games. The…
Descriptors: Gamification, Educational Games, Game Based Learning, Technology Uses in Education
Ali Tootian – ProQuest LLC, 2022
The problem investigated was many junior high teachers do not consistently implement technology-based gamification (TBG) within class activities despite evidence showing it as a useful learning tool for student engagement. This study aimed to explore why junior high teachers do not consistently implement TBG and identify the barriers and potential…
Descriptors: Middle School Teachers, Teacher Attitudes, Gamification, Technology Uses in Education
Jeanne Lafortune; Todd Pugatch; José Tessada; Diego Ubfal – Annenberg Institute for School Reform at Brown University, 2022
We study the short-run effects of a gamified online entrepreneurship training offered to high school students in Rwanda during the COVID-19 pandemic. Using a randomized controlled trial, we estimate sizeable effects of the 6-week training on entrepreneurial activity. One month after the training, participants in schools offered the training were…
Descriptors: Foreign Countries, High School Students, Student Attitudes, Entrepreneurship
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Rafael Molina Carmona, Editor; Carlos J. Villagrá Arnedo, Editor; Patricia Compañ Rosique, Editor; Francisco García Peñalvo, Editor; Alicia García-Holgado, Editor – Lecture Notes in Educational Technology, 2025
This volume comprises of the proceedings of The Twelfth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM). It reflects outstanding advances, with a multidisciplinary perspective, in the technological ecosystems that support Knowledge Society building and development. This book covers broad-scope research…
Descriptors: Cultural Pluralism, Technology Uses in Education, Gamification, Educational Games
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