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Liu Yihan; Tran Van Cuong; Tun Zaw Oo; Norbert Szabo; Krisztian Jozsa – Educational Process: International Journal, 2025
Background/purpose: This study examined the adaptation and user experience of the Chinese version of the Hungarian music teaching software Music Island, addressing the need for localized digital tools to support elementary music education in China. The objective was to assess its user experience for both teachers and young learners within the…
Descriptors: Foreign Countries, Music Education, Computer Software, Technology Uses in Education
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Aleksandra Stalmach; Carolin Reinck; Paola D'Elia; Sergio Di Sano; Gino Casale – Discover Education, 2025
We present a conceptual impact model illustrating how digital tools can facilitate the fulfillment of basic psychological needs, autonomy, competence and relatedness, which in turn may foster improvements in self-regulation and emotion regulation. The model incorporates features of digital tools such as personalized learning paths, real-time…
Descriptors: Self Control, Psychological Patterns, Self Determination, Psychological Needs
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Finnah Fourqoniah; Muhammad Fikry Aransyah; Lilia Pasca Riani – Electronic Journal of e-Learning, 2025
The rapidly evolving field of digital entrepreneurial education has been significantly shaped by advancements in technologies such as augmented reality (AR), virtual reality (VR), and artificial intelligence (AI). While these technologies have opened new possibilities for entrepreneurial learning, much of the existing research is fragmented,…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
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Simpson, Joseph; Brantly, Aaron – Journal of Cybersecurity Education, Research and Practice, 2022
Several decades of research in simulation and gamification in higher education shows that simulations are highly effective in improving a range of outcomes for students including declarative knowledge and interest in the topic being taught. While there appears to be a broad array of options to provide education in an undergraduate setting related…
Descriptors: Information Security, Undergraduate Students, Gamification, Literature Reviews
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Zhang, Bo; Goodman, Lizbeth; Gu, Xiaoqing – SAGE Open, 2022
This study aims to help international students learn the language and cultural knowledge of their future study destination by collaborating with local students through coplaying games in online virtual rooms. Therefore, this study explores whether the 3D interactive game with specific contexts on a virtual platform can support intercultural…
Descriptors: Computer Games, Computer Simulation, Foreign Students, Second Language Learning
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Trevors, Greg; Ladhani, Farhaan – Discourse Processes: A Multidisciplinary Journal, 2022
The current study investigated the relations between gamified refutations of COVID-19 misconceptions and individuals' emotional reactions and knowledge retention within a large-scale public health education campaign. Refutations have a substantial body of evidence supporting their use to correct misconceptions, yet reduced efficacy has been…
Descriptors: COVID-19, Pandemics, Misconceptions, Foreign Countries
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Clarke, Peter J.; Davis, Debra L.; Buckley, Ingrid A.; Potvin, Geoff; Thirunarayanan, Mandayam; Jones, Edward L. – ACM Transactions on Computing Education, 2022
There continues to be an increase in enrollments in various computing programs at academic institutions due to many job opportunities available in the information, communication, and technology sectors. This enrollment surge has presented several challenges in many Computer Science (CS), Information Technology (IT), and Software Engineering (SE)…
Descriptors: Learning Strategies, Learner Engagement, Computer Software Evaluation, Computer Science Education
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Arifin, Zainal; Setiawan, Budi – World Journal on Educational Technology: Current Issues, 2022
During the pandemic, the 2019 novel coronavirus disease (COVID-19) has had a tremendous and massive impact on the entire cross-level education system in Indonesia and the global realm. This study aimed to look at the reflections of gamification activities that are used as a formative assessment tool in learning environments based on academic…
Descriptors: Gamification, Evaluation Methods, Electronic Learning, Educational Technology
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Halimeh Khattib; Dorit Alt – Education and Information Technologies, 2024
Digital technology has broadened educational opportunities in science, positioning gamification as a pivotal tool. However, its full potential in enhancing science education has not been thoroughly explored. Addressing this research gap, this study delves into the less examined aspects of gamification within science education. Employing a…
Descriptors: Educational Technology, Technology Uses in Education, Science Education, Gamification
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Feyza Candan; Mehmet Basaran – Interactive Learning Environments, 2024
This research aims to examine the effects of Kahoot, a technology-based gamification tool, on the learning process. The research design is qualitative and uses meta-thematic analysis to analyze data collected through document analysis and content analysis of 40 studies. The results show that Kahoot has positive impacts on students' cognitive,…
Descriptors: Public School Teachers, Gamification, Educational Games, Technology Uses in Education
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Marek Hatala; Sina Nazeri – Journal of Learning Analytics, 2024
An essential part of making dashboards more effective in motivating students and leading to desirable behavioural change is knowing what information to communicate to the student and how to frame and present it. Most of the research studying dashboards' impact on learning analyzes learning indicators of students as a group. Understanding how a…
Descriptors: Educational Technology, Information Dissemination, Learning Processes, Algorithms
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Maya Murad; KC Collins – Canadian Journal of Learning and Technology, 2024
Procrastination is a prevalent issue among university students and leads to long-term negative impacts on academic performance as well as mental health and quality of life. This paper investigated StudyTracker, a self-tracking digital application (app) that we developed for university students to use to track their study sessions. The app provided…
Descriptors: Computer Oriented Programs, Attention, Self Management, Data Collection
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Montiel-Ruiz, Francisco José; Sánchez-Vera, María-del-Mar; Solano-Fernández, Isabel M. – Contemporary Educational Technology, 2023
Recent research and studies on training plans in physical education agree on the need to incorporate digital technologies in teaching contexts. At the same time, the introduction of active methodologies, such as gamification, has become one of the major trends of recent years. In this paper we present the perception of teachers and students about…
Descriptors: Social Networks, Gamification, Physical Education, Educational Technology
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Voshaar, Johannes; Knipp, Martin; Loy, Thomas; Zimmermann, Jochen; Johannsen, Florian – Accounting Education, 2023
We examine the impact of a gamified mobile learning application on students' exam success in a mandatory introductory accounting course. The app was developed with the particular needs of first-year students in mind. It provides elements like quizzes as well as organizational and communicative elements helping students structure their daily life…
Descriptors: Technology Uses in Education, Handheld Devices, Academic Achievement, Accounting
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Koç, Gözde; Sütçü, Selim Soner – Educational Policy Analysis and Strategic Research, 2023
The aim of this study is to investigate the academic achievement of 6th grade students in grammar course gamified with an online tool and their opinions regarding the application. The study employed quasi-experimental design and a semi-structured interview was utilised to obtain the qualitative data. The application lasted for 6 weeks during which…
Descriptors: Gamification, Secondary School Students, Grammar, Academic Achievement
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