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Yegorina, Darya; Armstrong, Inna; Kravtsov, Alexey; Merges, Kevin; Danhoff, Christine – Review of Education, 2021
Augmented reality (AR) technology has been gaining a meaningful position in the education sector with multiple subjects' application to support teaching and learning experiences. Thanks to the advancement of hardware and technological platforms it is becoming easier to adopt AR technology at schools. This study represents a systematic literature…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, STEM Education
Bouchrika, Imed; Harrati, Nouzha; Wanick, Vanissa; Wills, Gary – Interactive Learning Environments, 2021
In spite of the unprecedented popularity to use innovative gaming concepts within the educational context in order to promote active learning, engage people and solve motivational problems, there is an emerging body of research work arguing that gamification is not effective to increase neither the students engagement nor the learning outcomes. In…
Descriptors: Game Based Learning, Electronic Learning, Program Effectiveness, Technology Integration
Turula, Anna – Teaching English with Technology, 2021
The paper looks at how an eclectic, gamified course design affects student attitudes to learning grammar as well as how effective such a design is in terms of final-exam results. Described and discussed here is a 2-year study investigating such digital enhancement in a Practical Grammar class. Carried out as experimental, the study involved 2…
Descriptors: Computer Assisted Instruction, Game Based Learning, Student Attitudes, Grammar
An, Yunjo; Zhu, Meina; Bonk, Curtis J.; Lin, Lin – Journal of Computing in Higher Education, 2021
This study explored instructors' perceptions, interest, self-efficacy, perceived barriers, and support needs regarding gamification in MOOCs. Both quantitative and qualitative data were collected from an online survey and follow-up interviews. Most participants showed interest in gamification and indicated that they would consider utilizing gaming…
Descriptors: Teacher Attitudes, Educational Practices, Teaching Methods, Self Efficacy
Wang, Sabrina Luxin; Zhang, Anna Yinqi; Messer, Samuel; Wiesner, Andrew; Pearl, Dennis K. – Journal of Statistics and Data Science Education, 2021
This article describes a suite of student-created Shiny apps for teaching statistics and a field test of their short-term effectiveness. To date, more than 50 Shiny apps and a growing collection of associated lesson plans, designed to enrich the teaching of both introductory and upper division statistics courses, have been developed. The apps are…
Descriptors: Student Centered Learning, Teaching Methods, Statistics Education, Introductory Courses
Sofiadin, Aidrina; Azuddin, Muna – International Association for Development of the Information Society, 2021
The movements towards achieving sustainable goals among many countries have risen throughout the years. A part of the sustainable goals -- the COVID-19 pandemic has forced many universities to move to online learning to sustain students' education. Indeed, e-learning has been delivering through the website since 1960. There is a need to develop…
Descriptors: Sustainable Development, Game Based Learning, Higher Education, Electronic Learning
Ji-Eun Lee; Aravind Stalin; Vy Ngo; Katharine Drzewiecki; Cindy Trac; Erin Ottmar – Grantee Submission, 2021
We apply an advanced data visualization technique, "Sankey diagram," to explore how middle-school students (N = 343) solved problems in a game-based algebraic notation tool. The results indicate that there is a large variation in the types of students' strategies to solve the problems, with some approaches being more efficient than…
Descriptors: Mathematics Instruction, Middle School Students, Problem Solving, Game Based Learning
Slade, Dennis G.; Martin, Andrew J.; Watson, Geoff – Physical Education and Sport Pedagogy, 2019
Background: Slade ["Do the Structures Used by International Hockey Coaches for Practising Field-Goal Shooting Reflect Game Centred Learning Within a Representative Learning Design? The International Journal of Sport Science and Coaching" 10 (4): 655-668] argued that because no two students learn or conceive knowledge in exactly the same…
Descriptors: Game Based Learning, Play, Fundamental Concepts, Teaching Methods
Alomari, Islam; Al-Samarraie, Hosam; Yousef, Reem – Journal of Information Technology Education: Research, 2019
Aim/Purpose: This study reviewed previous research on the role of gamification techniques in promoting students' learning. Background: The role of gamification in promoting students' learning has been investigated empirically by many scholars. To date, mixed results about the effectiveness of gamification have been reported, and researchers…
Descriptors: Game Based Learning, Instructional Effectiveness, College Students, Journal Articles
Jarrett, Kendall; Light, Richard – European Physical Education Review, 2019
This study focuses on the analysis of collective meaning associated with secondary physical education teachers' (n = 12) experiences of teaching games using a game based approach (GBA). Participants taught in one of two different international contexts, southeast Australia or southeast England, and all had some experience of using a GBA to teach…
Descriptors: Game Based Learning, Teaching Experience, Secondary School Teachers, Physical Education Teachers
O'Connor, Patrick; Cardona, Josué – Journal of Education, 2019
Gamification has been used as a tool to increase engagement with businesses, build group cohesion, and improve student motivation in Grades K-12. Part of its appeal is in developing autonomy in the "player," and part of its appeal is in participating regularly in a structured progress ladder where the customer, student, or employee can…
Descriptors: Game Based Learning, Design, Undergraduate Students, Educational Games
Rahardja, Untung; Hariguna, Taqwa; Aini, Qurotul – International Journal of Education and Practice, 2019
This study aimed to integrate Innovation Diffusion Theory (IDT) and Expectation Confirmation Model (ECM) on user intention of game learning. This study framed 10 hypotheses to investigate the objectives of this study. The results of 8 hypotheses were positive and had a significant impact on students' behavior in the use of game learning. The…
Descriptors: Game Based Learning, Intention, Student Attitudes, Student Satisfaction
Hébert, Cristyne; Jenson, Jennifer – Canadian Journal of Learning and Technology, 2020
In this paper, the findings of a research study, working with 12 educators in a large urban school board in Ontario using Minecraft for 21st century competency development, are presented. A number of pedagogical moves teachers made to support 21st century learning through communication and collaboration, both in the classroom and in the game…
Descriptors: Video Games, Game Based Learning, 21st Century Skills, Skill Development
Bylsma, Megan – Papers on Postsecondary Learning and Teaching, 2020
Implementing curriculum that includes all students, that celebrates individual learners' needs, that fosters student responsibility, and that teaches skills that transcend discipline-specific outcomes is possible with a pedagogy that embraces immersion learning. Reacting to the Past is a High Impact Practice (H.I.P.) approach that uses elaborate,…
Descriptors: Learner Engagement, Experiential Learning, Role Playing, Game Based Learning
Ríos Félix, José Mario; Zatarain Cabada, Ramón; Barrón Estrada, María Lucía – Education and Information Technologies, 2020
Digital literacy is a need for our current society. In Mexico, digital incursion programs are barely implemented, which represents an educational delay compared to other countries that have faced the need to integrate the teaching of digital skills, in a wide range of educational levels. This paper presents a learning environment of Computational…
Descriptors: Foreign Countries, Elementary School Students, Teaching Methods, Thinking Skills