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Vrcelj, Ana; Hoic-Božic, Nataša; Dlab, Martina Holenko – International Journal of Educational Methodology, 2023
Gamification in education refers to the application of game design elements and game principles in teaching with the goal of increasing students' motivation and engagement, which contributes to more successful achievement of learning outcomes. Gamification can be used in education at different levels, from primary and secondary schools to…
Descriptors: Gamification, Elementary Education, Secondary Education, Literature Reviews
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Katy Webb; Laurents Sesink – portal: Libraries and the Academy, 2024
Library labs are dedicated spaces with highly trained library, IT, and research support staff. The staff are on hand to help teach faculty and advanced graduate students new and emerging methodologies and technologies. Such a lab is a place to engage in new ways of, for example, doing digital scholarship or putting Open Science into practice. This…
Descriptors: Academic Libraries, Library Instruction, Library Services, Learning Laboratories
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Suthada Muengsan; Pinanta Chatwattana – Higher Education Studies, 2024
The GbL platform, or game-based learning platform, with generative AI is a research tool initiated from the combination of game-based learning concepts and generative artificial intelligence technology; thereby, this platform is intended to be used as a guideline for the instruction management, in which learners can respond and interact with the…
Descriptors: Artificial Intelligence, Game Based Learning, Digital Literacy, Technological Literacy
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Sunaina Sharma – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2024
The proliferation of mobile technology, particularly cell phones, in educational settings has sparked substantial debate in recent years. Academic studies have extensively examined the challenges associated with student cell phone use during class time, highlighting issues such as decreased learning, achievement, and participation. Despite the…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Secondary Education