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LaTeira Haynes Zavala; Kathryn Theiss – International Journal of Education in Mathematics, Science and Technology, 2025
A positive physics identity is crucial for women and minorities who are underrepresented in the field of physics. Pedagogical methods that focus heavily on math rather than concepts present a deterrent to many students in physics courses. This research aimed to determine how a 'gamified' physics curriculum with immediate feedback affects students'…
Descriptors: Gamification, Game Based Learning, Physics, Science Instruction
Allison LaFalce Acevedo – ProQuest LLC, 2020
The purpose of this transcendental phenomenological study was to understand the perceptions of teachers currently working with elementary-aged students held about gamification. Qualitative data on the perceptions of nine teachers working with students in grades 1-5 was collected through digital semi-structured interviews. The study was framed…
Descriptors: Teacher Attitudes, Gamification, Learner Engagement, Teaching Experience
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Jhon Holguin-Alvarez; Juan Apaza-Quispe – Contemporary Educational Technology, 2024
Digital competences develop professional profiles that are more and more attainable for labor communities in constant transformation. The aim is to verify the impact of dances performed in virtual environments on the digital skills of university students affected by coronavirus. An experimental design of two groups of subjects with sequel due to…
Descriptors: Foreign Countries, Dance, Competition, College Students
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Athanasios Christopoulos; Stylianos Mystakidis; Justyna Kurczaba; Mikko-Jussi Laakso; Chrysostomos Stylios – International Journal of Science and Mathematics Education, 2024
Previous studies have found positive effects of Game-Based Learning for mathematics. While most studies assume that this effect is explained by the presence of flow/immersion during games, this has not yet been established. The aim of the current study is to verify if immersion indeed is associated with mathematical skills improvement when using a…
Descriptors: Computer Simulation, Educational Games, Mathematics Skills, Mathematics Achievement
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Tuba Temel; Kürsat Cesur – SAGE Open, 2024
New teaching and learning practices related to gamified tools in online learning environments have become even more important during the pandemic and will continue to reshape educational processes, including higher education institutions, in the post-pandemic period. In line with this, the present study aimed to investigate the effects of…
Descriptors: Gamification, Web 2.0 Technologies, English (Second Language), Second Language Learning
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Jewoong Moon; Laura McNeill; Christopher Thomas Edmonds; Seyyed Kazem Banihashem; Omid Noroozi – International Journal of Educational Technology in Higher Education, 2024
This study explored the dynamics of students' knowledge co-construction in an asynchronous gamified environment in higher education, focusing on peer discussions in college business courses. Utilizing epistemic network analysis, sequence pattern mining, and automated coding, we analyzed the interactions of 1,319 business students. Our findings…
Descriptors: Learning Analytics, Cooperative Learning, Asynchronous Communication, Gamification
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Zafer Unal; Aslihan Unal – Research Issues in Contemporary Education, 2024
Preservice teachers often need help applying classroom management theories to real-world situations due to their abstract nature. Using a case-based instruction strategy for teaching classroom management topics is a common practice to introduce preservice teachers to the contextual complexity of classrooms. This study investigates and compares the…
Descriptors: Preservice Teachers, Classroom Techniques, Educational Technology, Case Method (Teaching Technique)
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Sara Capecchi; Antonio Lieto; Federica Patti; Ruggero G. Pensa; Amon Rapp; Fabiana Vernero; Sandra Zingaro – IEEE Transactions on Learning Technologies, 2024
The amount of news on the web often confuses the ideas of the reader, who struggles to disentangle information that is sometimes contradictory and difficult to decipher. In the face of such an articulated scenario, the role played by schools is absolutely central: the development of critical thinking in young people (and by extension in their…
Descriptors: Middle School Students, Gamification, Social Media, Learning Activities
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Hamed Hosseini Zarrabi; Morteza Rezaei-Zadeh; Abasalt Khorasani – Technology, Pedagogy and Education, 2024
While effective interaction is the most important element of any learning environment, its importance in e-learning has been often ignored. As a result, many e-learning environments suffer from lack of impactful interactions, leading to diminished student engagement. This study aims to address this gap by investigating methods to optimise…
Descriptors: Teaching Methods, Problem Solving, Interaction, Electronic Learning
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Jean Pierre Enriquez; Adriana Hernandez Santana; Dulce Yanira Del-Cid – American Journal of Health Education, 2024
Background: Nutritional interventions can help to develop healthy eating patterns during the transition to university, which is a critical transition for all college students. Purpose: This research aims to analyze eating behaviors and food choices through sustainable nutritional education interventions with college students from a multinational…
Descriptors: Foreign Countries, Nutrition Instruction, Latin Americans, Universities
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Kirk P. Vanacore; Ashish Gurung; Adam C. Sales; Neil T. Heffernan – Grantee Submission, 2024
Gaming the system is a persistent problem in Computer-Based Learning Platforms. While substantial progress has been made in identifying and understanding such behaviors, effective interventions scarce. This study uses a method of causal moderation known as Fully Latent Principal Stratification to explore the impact of two types of interventions --…
Descriptors: Gamification, Student Behavior, Computer Uses in Education, Intervention
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Kirk P. Vanacore; Ashish Gurung; Adam C. Sales; Neil T. Heffernan – Journal of Educational Data Mining, 2024
Gaming the system is a persistent problem in Computer-Based Learning Platforms. While substantial progress has been made in identifying and understanding such behaviors, effective interventions remain scarce. This study uses a method of causal moderation known as Fully Latent Principal Stratification to explore the impact of two types of…
Descriptors: Gamification, Student Behavior, Computer Uses in Education, Intervention
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Kwon, Hee Yoon; Özpolat, Koray – INFORMS Transactions on Education, 2021
We explored the effects of assessment gamification on students' content knowledge and perceptions of satisfaction, course experience, learning, and impact of teaching techniques. The course preparation, attendance, quizzes, classroom activities, and team projects of an undergraduate operations and supply chain management course had game elements…
Descriptors: Gamification, Knowledge Level, Student Attitudes, Undergraduate Students
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Duguay, Ashley M.; Shipherd, Amber M.; LeCrom, Carrie; Goebert, Chad – Sport Management Education Journal, 2023
In line with trends in sport management education that have encouraged a transition from traditional forms of passive and depersonalized learning to active and motivated learning, this essay draws on theoretical and applied insight to provide sport management educators with actionable information related to gamification. In educational contexts,…
Descriptors: Athletics, Business Administration Education, Gamification, Distance Education
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Roure, Cédric; Pasco, Denis – Journal of Teaching in Physical Education, 2023
Purpose: The context personalization approach refers to matching educational content with characters, objects, and themes of students' out-of-school interests. Considering the positive effects of individual interest on the regulation of student-incontext experiences, this study used the context personalization approach to match physical education…
Descriptors: Physical Education, Student Interests, Self Esteem, Competence
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