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Adeva Jane Esparrago-Kalidas; Princess Imee Alliah F. Labis; Roshmond Roi Entrina; Divine Grace R. Marcelino; Kevin Matthew N. Pacana; Joelie Mae B. Pailaga – Anatolian Journal of Education, 2024
This action research aimed to study the use the Gamification-Incentive-Feedback (GIF) Model in enhancing the classroom learning experience of Grade 9 students in a private school in Cagayan de Oro, Philippines. The research used convenience sampling and used a combination of Likert scale pre-intervention and post-intervention survey questionnaires…
Descriptors: Gamification, Incentives, Feedback (Response), Models
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Thushangi N. Pathiraja; Akshan S. Ranasinghe – Teaching and Learning Excellence through Scholarship, 2024
Student engagement in a science classroom is challenging and most students perceive science courses as difficult. Gamification is an emerging strategy used by educators across various disciplines to increase student engagement and promote active learning. One known gamification technique is team Jeopardy, however, there is a gap in knowledge about…
Descriptors: Gamification, Learner Engagement, Science Instruction, Teaching Methods
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Gi-Zen Liu; Jalil Fathi; Masoud Rahimi – Journal of Computer Assisted Learning, 2024
Background: The impact of digital gamified language learning on language achievement has been corroborated in the literature; however, its impact on language achievement, especially in the English as a foreign language (EFL) context needs further investigation. In addition, the related literature has not sufficiently confirmed the impact of…
Descriptors: Gamification, Academic Achievement, Second Language Learning, Student Attitudes
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Samira Syal; John L. Nietfeld – Journal of Educational Psychology, 2024
A growing body of research suggests that comprehension of expository texts presented digitally is a challenging endeavor, particularly for children. Many reading interventions, both from traditional classroom settings and computer-based contexts, have focused on much needed strategy instruction but have simultaneously neglected a focus on…
Descriptors: Game Based Learning, Grade 5, Reading Comprehension, Reading Motivation
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Thitima Srivatanakul – Journal of Cybersecurity Education, Research and Practice, 2024
Gamification, including game-based learning (GBL), is a widely recognized pedagogical approach used for imparting and reinforcing cybersecurity knowledge and skills to learners. One innovative form of GBL gaining popularity across various educational levels, from secondary schools to professional development, is escape room-style education. This…
Descriptors: Computer Security, Problem Solving, Gamification, Undergraduate Students
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Inna Stakhova; Antonina Kushnir; Nataliia Franchuk; Kateryna Kolesnik; Lyudmila Lyubchak; Mikhailo Vatso – International Electronic Journal of Elementary Education, 2024
Given the rapid advancement of modern information and communication technologies, as well as the increasing demand for distance and hybrid learning models, it is imperative that prospective teachers attain a high level of digital competence. This study aimed to determine how effective the technique of using Kahoot! to develop the digital…
Descriptors: Digital Literacy, Competence, Preservice Teachers, Elementary School Teachers
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Ming Wang; Jun Zhan; Tao Hu – Journal of Information Systems Education, 2024
This study introduces a modular teaching framework for business data analytics (BDA) curricula and programs. The framework integrates gamification features of the SAP business processes, ERPsim Games, and SAP data warehousing into the experiential learning of BDA curricula. The pedagogical practices of deploying the framework in an undergraduate…
Descriptors: Business Education, Data Analysis, Gamification, Experiential Learning
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Meral Çiftel; Hülya Aslan Efe; Rifat Efe – Bulletin of Education and Research, 2024
This study explores how gamification enriched learning activities affect science learning in terms of achievement, attitudes and science learning skills. Fourty-three 6th grade students participated in the study which employed a quasi-experimental design that included an experimental group receiving science education through gamification…
Descriptors: Science Instruction, Teaching Methods, Gamification, Science Achievement
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Cecilia Latorre-Cosculluela; Verónica Sierra-Sánchez; Sandra Vázquez-Toledo – Smart Learning Environments, 2025
The importance and benefits of teamwork in the university context have been widely recognized in recent decades. However, there is little evidence that analyzes the effects of the combination of collaborative learning strategies and gamification methodologies for the improvement of transversal skills and academic performance. In this sense, in…
Descriptors: College Students, Gamification, Student Attitudes, Cooperative Learning
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Marija Gaurina; Jerneja Pavlin – Journal of Baltic Science Education, 2025
Gamification has been gaining attention in STEM education for its potential to enhance student engagement and learning outcomes. Teachers' acceptance and effective use of gamification depend on their knowledge and beliefs about its implementation. This study employs a mixed-method design to explore Croatian physics teachers' knowledge and beliefs…
Descriptors: Gamification, Teacher Attitudes, Knowledge Level, Science Teachers
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Alexandre Marinho; Ig Ibert Bittencourt; Diego Dermeval; Jário Santos; Geiser Challco; Marcelo Reis – Technology, Knowledge and Learning, 2025
The impact of evolving technologies, including in education, has prompted researchers to enhance the educational process through flow experience in technology-enhanced learning environments in Informatics in Education. This study investigates the effects of a gamified educational environment with competition and collaboration elements on students'…
Descriptors: Competition, Cooperation, Cooperative Learning, Learner Engagement
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Sonja Hahn; Marie-Luise Springmann; Tamara Denninger; Mechthild Kiegelmann – Journal of Learning Development in Higher Education, 2025
When designing learning scenarios for first-semester university students, instructional developers should not only impart knowledge and skills but also support transition to university, for example by providing opportunities to build a sense of belonging. In our case study, we illustrate how we addressed these goals by creating a motivating…
Descriptors: Puzzles, Role Playing, Sense of Belonging, Communication Skills
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Zhihan Wang – Education and Information Technologies, 2025
The integration of classical and modern teaching strategies enables the creation of an effective educational environment that meets the needs of various types of learners. The aim of this study is to explore the potential for integrating mobile applications into vocal education by analyzing their accessibility and effectiveness as learning tools,…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Computer Oriented Programs
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Aaron W. Beger; Sarah Hannan; Riya Patel; Eva M. Sweeney – Advances in Physiology Education, 2025
Virtual escape rooms (ERs) require learners to solve puzzles and answer riddles while trying to "escape" a digital room. Although the educational merit of such gamified learning activities continues to be realized, guides on the development of ERs are lacking, as well as student perceptions on how, if, and where they should be integrated…
Descriptors: Anatomy, Computer Simulation, Gamification, Foreign Countries
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Ana Castellano-Beltran – International Journal of Information and Learning Technology, 2025
Purpose: This article analyzes the practices university faculty members developed after participating in a training program on inclusive emerging technologies. The faculty members employed active methodologies such as gamification and flipped-learning using technological resources. Design/methodology/approach: A qualitative methodology was used to…
Descriptors: College Faculty, Gamification, Inclusion, Technology Uses in Education
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