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Ya Xiao; Khe Foon Timothy Hew – British Journal of Educational Technology, 2024
Gamification has often been used to stimulate learner engagement via intangible rewards, such as virtual points and virtual badges, rather than material goods or benefits. However, not all learners value such intangible rewards; some express their desire to redeem intangible rewards for utilitarian resources or benefits. Although tangible rewards…
Descriptors: Students, Motivation, Rewards, Electronic Learning
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Tatchakrit Matyakhan; Treenuch Chaowanakritsanakul; Joey Andrew Lucido Santos – LEARN Journal: Language Education and Acquisition Research Network, 2024
Gamification is one of the innovative teaching approaches implemented in English classrooms nowadays. However, using gamification to enhance reading engagement and reading comprehension in language classrooms at the university level has not been much explored. This present study investigated gamification's effects on enhancing reading engagement,…
Descriptors: Foreign Countries, Gamification, Reading Instruction, Reading Comprehension
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Qing Yu; Kun Yu; Baomin Li – Education and Information Technologies, 2024
As gamification is introduced into education, researchers believe it has the potential to improve online learning. However, the effects of gamified online learning (GOL) are mixed. Is it more effective than online learning? Given that no meta-analysis analyzes the effectiveness of GOL. This meta-analysis explores the effects of GOL on students'…
Descriptors: Gamification, Electronic Learning, Educational Improvement, Instructional Effectiveness
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Jessica Fernanda Silva Barbosa; Geiser Chalco Challco; Ig Ibert Bittencourt – Interactive Learning Environments, 2024
Gender-stereotypical design, such as the predominance of blue colors in interfaces, leaderboards with only men at the top, and male avatars, may have negative effects on women in gamified tutoring systems, especially in courses with a majority of male participation, such as courses of Science, Technology, Engineering, and Mathematics (STEM). We…
Descriptors: Sex Stereotypes, Gamification, Thinking Skills, Negative Attitudes
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Ana Dias Daniel; Yannara Negre; Joaquim Casaca; Rui Patrício; Rodolpho Tsvetcoff – Education & Training, 2024
Purpose: The present study's goal is to assess the effect of a serious game on the development of entrepreneurial competence, self-efficacy and intention and thereby contribute to clarifying the usefulness of this approach in entrepreneurship education. Design/methodology/approach: The study sample and method included 76 graduate students,…
Descriptors: Foreign Countries, Graduate Students, Gamification, Educational Games
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I Kadek Suartama; I Komang Sudarma; I Gde Wawan Sudatha; Adrianus I Wayan Ilia Yuda Sukmana; Ketut Susiani – Journal of Education and Learning (EduLearn), 2024
Education is a pivotal pillar in modern society, and technology has brought about major changes in how students learn. Online learning is becoming an increasingly popular form of education, especially since the coronavirus disease (COVID-19) pandemic broke out. However, the challenge of maintaining student engagement and motivation in online…
Descriptors: Foreign Countries, Electronic Learning, Active Learning, Student Projects
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Ashley Lear – Frontiers: The Interdisciplinary Journal of Study Abroad, 2024
This study examined a cohort of 12 study abroad participants taking a course on video game topography and narrative in Salamanca, Spain, to determine how inhabiting and co-creating narrative worlds as part of the coursework might impact the experiences of the students inside and outside of the classroom as they engaged in mandated and optional…
Descriptors: Gamification, Study Abroad, Foreign Countries, Video Games
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Mei-Hua Hsu – Health Education Journal, 2024
Objective: This study intended to examine whether the utilization of ChatGPT and Termbot enhances students' understanding of medical terminology. Method: ChatGPT, developed by OpenAI, is an AI chatbot designed to generate human-like text responses. Termbot is a chatbot-based learning model focused on improving the acquisition of medical…
Descriptors: Vocabulary, Artificial Intelligence, Computer Software, Synchronous Communication
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Stéphanie Turgeon; Alexandra MacKenzie; Charles Sebiyo Batcho; Jason D'Amour – Journal of Applied Research in Intellectual Disabilities, 2024
Background: Only about 9% of individuals with intellectual disabilities reach the government's physical activity (PA) recommendations. Combining gamification and technology seems particularly promising in overcoming personal and environmental barriers to PA participation. Method: Eighteen adults with varying levels of intellectual disabilities…
Descriptors: Physical Activities, Gamification, Intellectual Disability, Physical Activity Level
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Rafael Mellado; Claudio Cubillos – Journal of Computer Assisted Learning, 2024
Background: Effective learning in computer programming courses has been a constant challenge for university teachers and has become a relevant competence for current professionals. The literature on gamification in learning presents mixed results, mainly due to problems in instructional design and inconsistency in gamification. Studies with…
Descriptors: Engineering Education, College Students, Computer Software, Technical Occupations
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Kevin Hilliard; Xiaohong Yuan; Kelvin Bryant; Jinsheng Xu; Jinghua Zhang – Journal of Cybersecurity Education, Research and Practice, 2024
Gamification has proven to be effective in engaging and encouraging people to work towards and achieve goals. Many students struggle to focus on schoolwork, due to a lack of interest, lack of understanding, or other factors unique to the student. Applying gamification elements to education can help engage these students in learning their course…
Descriptors: Gamification, Mastery Learning, Computer Security, Computer Networks
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Ivan Fernández Peláez – Hispania, 2024
Digital narratives have been used to promote target language reading and writing as part of instructed second language teaching. These texts can help break the monotony of more traditional print material and get learners closer to the multimodal practices that are part of their everyday written interactions, including elements such as video,…
Descriptors: Second Language Learning, Multimedia Materials, Fiction, Second Language Instruction
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Víctor Javier Sotos-Martínez; Juan Tortosa-Martínez; Salvador Baena-Morales; Alberto Ferriz-Valero – European Physical Education Review, 2024
Student's motivation towards physical education (PE) classes is a key factor for increasing physical activity (PA) levels in children. In order to increase motivation in PE, new teaching techniques are needed, such as gamification. This study examines the potential influence of gamification in PE classes on motivation-related variables such as…
Descriptors: Gamification, Physical Education, Psychological Needs, Student Behavior
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Chicharro, Deborah; García-Manzanares, María; Gomez, Olga; Juárez, Miriam; Llamazares-Martín, Clara; Soriano, Enrique; Terrado, Jose – Advances in Physiology Education, 2022
Gamification is a dynamic tool for educational transformation useful to encourage student interest and enhance learning. Here we present a study conducted to investigate the effectiveness of an educational card game developed by us in veterinary anatomy practicals to reinforce knowledge acquisition in veterinary students. A total of four sets of…
Descriptors: Veterinary Medical Education, Anatomy, Gamification, Educational Games
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Samuel Nii Boi Attuquayefio; David Aboagye-Darko; Amanda Quist Okronipa – International Journal of Educational Management, 2025
Purpose: Through the lens of the information systems success model, self-determination theory, and TAM2, this study proposes and tests an integrative model to investigate students' satisfaction with the use of e-learning systems in higher education institutions in a developing country context. Design/methodology/approach: This study adopted a…
Descriptors: Student Satisfaction, Electronic Learning, Learning Management Systems, Developing Nations
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