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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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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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Nguwi, Yok Yen – International Journal of Multidisciplinary Perspectives in Higher Education, 2023
The landscape of teaching in higher education is dynamic and driven by the interplay among educators, students and curriculum. Educators play the primary role in presenting curriculum for students to absorb and leading classroom discussions. The onus of teaching is on educators who come with different pedagogical beliefs, teaching styles and prior…
Descriptors: Educational Technology, Technology Uses in Education, Higher Education, College Faculty
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Zhao, Fan; Fang, Xiaowen – Journal of Information Technology Education: Research, 2023
Aim/Purpose: This study attempts to apply gamification to support the training of small business owners in business web development from a work-based learning perspective. Background: Web design describes the process of creating a website and embodies many different aspects, such as webpage layout, content production, and graphic design. However,…
Descriptors: Ownership, Small Businesses, Workplace Learning, Gamification
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Santos, Jário; Andrade, Ester; Benevides, Kamila; Silva, Kelly; Nascimento, João; Bittencourt, Ig; Pereira, Marcos; Fernandes, Sheyla; Isotani, Seiji – Education and Information Technologies, 2023
Studies in the literature reported several positive benefits provided by the use of technology in online education, especially in the gamified tutoring system. However, despite the benefits of intelligent tutoring systems, recent studies indicate the presence of a gender gap not considered in the construction of the attributes present in the…
Descriptors: Sex Stereotypes, Technology Uses in Education, Gamification, Tutorial Programs
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Batlle Rodríguez, Jaume; Vicenta González Argüello, María – Language Learning in Higher Education, 2023
Gamification is a methodological strategy that has been applied for several years in the field of modern language learning. It is employed primarily to increase students' motivation by incorporating game elements into an otherwise didactic context. Research into the use of gamification in language teaching has focused largely on characterizing the…
Descriptors: Gamification, Spanish, Student Attitudes, Instructional Effectiveness
DeMers, Michael N. – Geography Teacher, 2023
Recent emergency online learning, forced upon students around the globe as a result of COVID-19, has exposed many challenges to both learner and instructor in the online learning environment (Schultz and DeMers 2020). Among these numerous challenges is that of insufficient time management skills and learner motivation (Rouse 2013). While young…
Descriptors: Game Based Learning, Gamification, Student Motivation, Learner Engagement
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Rolando B. Magat – Journal of Information Technology Education: Innovations in Practice, 2023
Aim/Purpose: The study examined how the developed mobile courseware can be used as instructional material to improve senior high school statistics and probability learning, particularly during distance learning caused by the COVID-19 pandemic. The study also aims to assess the gamified mobile courseware's engagement, functionality, aesthetics, and…
Descriptors: Gamification, Statistics Education, Probability, Electronic Learning
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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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Ensmann, Suzanne; Whiteside, Aimee – Online Learning, 2022
This descriptive study offers lessons learned from students' experiences with a gamified, social media-like instructional approach in eighteen courses from spring 2021 through spring 2022. Researchers at a mid-sized university in the southeastern United States leveraged Christensen's (2011) disruptive innovation theory as a guiding framework to…
Descriptors: Student Satisfaction, Sense of Community, Online Courses, Gamification
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Lluch-Molins, Laia; Balbontin-Escorza, Francis Yorka; Sullivan-Campillay, Nelida – Journal of Technology and Science Education, 2022
This contribution presents the pedagogical design of a subject through gamified activities supported by technological tools in which the integration of two key subjects of the Civil Industrial Engineering career were implemented, which are operational research and project evaluation. In addition, the results of the satisfaction and learning…
Descriptors: Cooperative Learning, Student Motivation, Gamification, Engineering Education
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