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Çetin, Ekmel; Solmaz, Ebru – Malaysian Online Journal of Educational Technology, 2020
Gagne's theory posits that learning is achieved through interaction of various internal and external factors. If so, the use of supportive technology to provide these factors' interaction may increase expected performance, especially in theoretical courses, and place learning at a higher level. As supportive technology, gamification-based computer…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Preservice Teachers
College Students' Perceptions of Pleasure in Learning -- Designing Gameful Gamification in Education
A, Gulinna; Lee, Youngjin – International Journal on E-Learning, 2020
Gamification, the use of game design elements in non-gaming context, has been introduced to education as a novel teaching and learning approach to engage learners. Current literature has focused on finding ways to afford the playfulness and gamefulness of gamification. This paper has studied college students' perceptions of pleasure in learning to…
Descriptors: Game Based Learning, Teaching Styles, Instructional Effectiveness, Cooperative Learning
Ellison, Mark; Drew, Christopher – Journal of Research in Childhood Education, 2020
There is a persistent "gender gap" in boys' literacy in the United Kingdom. This article reports on one technology-based intervention that may aid teachers in supporting boys to develop creativity within their writing. Boys from a Year 3 class used Minecraft -- a sandbox computer game -- to create virtual worlds that might help them to…
Descriptors: Foreign Countries, Game Based Learning, Creativity, Males
Stoimcheva-Kolarska, Desislava Lyubomirova – Online Submission, 2020
The overall objective of this study is to examine and analyze the impact of a relaxed and fun atmosphere on the second language learning. This is a mixed method research. It combines some parameters from qualitative and some from quantitative type of research. The children were divided into two groups: experimental and control group with 16…
Descriptors: Educational Environment, Second Language Learning, Game Based Learning, Instructional Effectiveness
Meredith G.H. Burling; Lina Rahouma; Arla Good; Joleine C. Kasper; Samantha Kranyak; Kieran Ramnarine; Kosha Bramesfeld – International Journal for Students as Partners, 2020
In their review of the students-as-partners literature, Mercer-Mapstone et al. (2017) found that only 5-6% of published research articles on student-partnership models focused on multidisciplinary partnerships. This case study, authored by five undergraduate students and two academics, sought to examine the utility of using a multidisciplinary…
Descriptors: Partnerships in Education, Interdisciplinary Approach, Educational Innovation, Electronic Learning
Nicholas Glover; Kerry J. Knox; Ben Kirman; Matthew Topham; Katylily Westbury-Hawkins; Penelope Holland – International Journal for Students as Partners, 2020
We describe the production of an educational game ("Catastrophic") for supporting biology learning in higher education (HE) that was developed through a partnership between students and academic staff. We consider the ways in which the development project intersects with the use of game-based learning in HE and with Students as Partners…
Descriptors: Educational Games, Biology, Science Instruction, Teacher Student Relationship
Muntrikaeo, Kuntida; Poonpon, Kornwipa – English Language Teaching, 2022
The purposes of this study were to investigate the effects of task-based instruction using online language games in a flipped learning environment (TGF) in developing the English oral communication ability of Thai secondary students and examine the students' opinions of the task-based instruction using online language games in a flipped learning…
Descriptors: Secondary School Students, Second Language Learning, Second Language Instruction, English (Second Language)
Zhang, Ruofei; Zou, Di – Computer Assisted Language Learning, 2022
Digital technologies have been widely used to enhance language learning, the effectiveness of which has been acknowledged in the literature. With the rapid development of digital devices and technologies, increasing technologies have been used in the most recent several years, leading to more diversified approaches to language education. This…
Descriptors: Second Language Learning, Second Language Instruction, Computer Assisted Instruction, Teaching Methods
Tallon, J. M.; Saavedra Dias, R.; Costa, A. M.; Leitão, J. C.; Barros, A.; Rodrigues, V.; Monteiro, M. J.; Almeida, A.; Narciso, J.; Silva, A. J. – Scandinavian Journal of Educational Research, 2021
This study aimed to summarize the evidence of the impact of school-based nutrition education programs that incorporate technology on the acquisition of nutrition-related knowledge and behavior change of adolescents. Literature searches were conducted using Cochrane Library, Pubmed, Scopus, Science Direct, and Web of Science databases. Studies…
Descriptors: Influence of Technology, Technology Integration, Electronic Learning, Video Technology
Yig, Katibe Gizem; Sezgin, Sezan – Journal of Educational Technology and Online Learning, 2021
This paper presents an explorative holistic analysis of digitally-constructed gamification processes in mathematics education. The main aim of this study is to identify the key issues, intentions and trends by examining peer-reviewed publications using a combination of social network analysis (SNA), computerized lexical analysis and content…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
Petrikovicová, Lucia; Durinková, Adriána; Králik, Roman; Kurilenko, Victoria – European Journal of Contemporary Education, 2021
As part of the educational process, it is currently difficult for a teacher to engage students for the amount of information that is available all around us today. Therefore, it is necessary to choose appropriate methods and actively prepare various teaching aids that can motivate students, arouse interest in self-study and thus educate them. The…
Descriptors: Textbooks, Field Trips, Teaching Methods, Geography Instruction
Punyasettro, Santhanat; Yasri, Pratchayapong – European Journal of Educational Research, 2021
Understanding phylogenetic trees representing evolutionary relationships of living organisms is essential in school biology. Traditional instructions based on lectures and textbooks with pictorial presentations have been proven ineffective to promote students' understanding of the concept. This study, therefore, developed a game-based learning…
Descriptors: Game Based Learning, Science Instruction, Teaching Methods, Biology
López-Serrano, Sebastián; Ruiz-Ariza, Alberto; De La Torre-Cruz, Manuel; Martínez-López, Emilio J. – South African Journal of Education, 2021
Recent studies and reviews have shown the positive effects of exergames (EXs) on physical activity (PA) and fitness in children and adolescents. Nevertheless, their effects on cognition have been scarcely explored, and no previous review has focussed on this relationship. The purpose of the research reported on here was to analyse the acute and…
Descriptors: Children, Adolescents, Game Based Learning, Video Games
Chang, Wei-Lun; Yeh, Yu-chu – Technology, Pedagogy and Education, 2021
This study proposed a game-based instruction approach by using bingo games and a mobile application to investigate its effects on motivation, knowledge sharing and critical thinking ability during the learning of information management. The participants were 86 undergraduate students who participated in an 18-week experimental instruction of…
Descriptors: Blended Learning, Game Based Learning, Teaching Methods, Computer Software
Blume, Carolyn – ELT Journal, 2021
Incorporating inclusive games and game-related tasks enables learners to explore issues of gender and sexuality in the EFL classroom, while simultaneously developing competences relevant specifically to language learning. Carefully selected and didactically prepared games and gaming activities that highlight marginalised genders and sexualities…
Descriptors: Inclusion, Computer Games, Game Based Learning, Classroom Techniques