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Showing 46 to 60 of 346 results Save | Export
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Clausen, Jon M. – i.e.: inquiry in education, 2022
While teacher education candidates and faculty have improved their knowledge and skills with technology, challenges remain regarding their understanding of how to integrate technology effectively within their pedagogical practices. One solution is to provide models of purposeful technology integration within instruction that embeds digital…
Descriptors: Educational Technology, Technology Uses in Education, Preservice Teachers, Technology Integration
Elizabeth E. Brittingham – ProQuest LLC, 2022
This study looks at the use of the multimedia learning platform, Quizlet, to help newcomer ESOL students learn English vocabulary. The use of Quizlet to learn vocabulary is supported by Mayer's Cognitive Load Theory. With an influx of ESOL students, and a lack of teacher training, Quizlet may help to create a more equitable solution for newcomer…
Descriptors: Multimedia Materials, Educational Technology, Game Based Learning, English (Second Language)
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Ozyurt, Ozcan; Ozyurt, Hacer – Education and Information Technologies, 2023
Computational thinking (CT) has started to attract attention as an important research topic in recent years. It is important to describe the CT field in detail and to determine the research interests and trends of studies in this field. In this most comprehensive and first topic modeling based study in the field of CT, it was aimed to determine…
Descriptors: Computation, Thinking Skills, Educational Trends, Educational Research
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Dk Nurul Najiah Pg Abu Bakar; Masitah Shahrill; Yusuf F. Zakariya – SAGE Open, 2023
Educational stakeholders in Brunei are not exempted from the search for innovative instructional approaches as a tool to stem the tide of poor performance of students in mathematics. This study was designed to contribute to this national project by examining the impact of a digital escape game intervention on students' mathematics performance and…
Descriptors: Game Based Learning, Outcomes of Education, Mathematics Education, Foreign Countries
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Ratna Zuarni Ramli; Noraidah Sahari Ashaari; Siti Fadzilah Mat Noor; Mahanem Mat Noor; Elaheh Yadegaridehkordi; Nazatul Aini Abd Majid; Hadi Affendy Dahlan; Amelia Natasya Abdul Wahab – Education and Information Technologies, 2024
Learning Science, Technology, Engineering, and Mathematics (STEM) subjects in an online medium can be difficult and tedious. Lengthy facts with technical terms, complex images, and explanations are among the reasons that make STEM subjects less desirable among the current generation and degrade the students' learning experience. Students can be…
Descriptors: STEM Education, Online Courses, Educational Technology, Student Interests
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Eva Fidia Lestari; Masagus Firdaus; Hanni Yukamana – Journal of English Teaching, 2024
The pandemic has affected many aspects of our lives including education and that has caused the Government to provide alternative teaching methods and make recommendations for online learning. Since smartphones and laptops using the internet are the only tools for learning, students are increasingly playing online games and being exposed to…
Descriptors: Grade 7, Computer Games, Video Games, Game Based Learning
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Jennifer Newell-Caito; Edward Bernard – Journal of Chemical Education, 2024
Pedagogical research over the past decade has shown that chemistry courses have high failure rates and low accessibility. The implementation of novel active-learning approaches has great potential to offset these trends. Fundamental concepts that serve as "pinch points" are ripe targets for designing innovative, gamified course materials…
Descriptors: Game Based Learning, Educational Technology, Chemistry, Science Education
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Trinh, Mai P. – Management Teaching Review, 2022
Mobile app escape games are excellent tools to create an experiential learning process in online contexts. Through the act of solving puzzles to escape the rooms, students experience a process in which they need to discover new information and clues, adjust their strategies repeatedly, and become more aware of the way they learn. Their emotional…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, Educational Technology
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Krishnan, Sunanthiny; Blebil, Ali Qais; Dujaili, Juman Abdulelah; Chuang, Sara; Lim, Angelina – Education and Information Technologies, 2023
As we enter a world of blended learning in higher education, an increased need for adaptation of teaching strategies to enhance engagement has been recognised to amplify learning outcomes online. Gamification has been identified as a creative tool to engage the current cohort of learners who are also characteristically tech-savvy. To this end,…
Descriptors: Educational Games, Pharmaceutical Education, Pharmacology, Game Based Learning
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Marilena Bratu; Cristina Hava Muntean; Cristian Buica-Belciu; Sabina Stan; Gabriel-Miro Muntean – IEEE Transactions on Education, 2024
Contributions: This article presents the results of a study carried out as part of two large-scale pilots and analyzes the impact of the use of modern technologies in education in term of knowledge acquisition in case of students with hearing disabilities. Background: Teaching topics from STEM area is a challenging task for all teachers who have…
Descriptors: Educational Technology, Technology Uses in Education, Students with Disabilities, Hearing Impairments
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Litualy, Samuel Jusuf; Serpara, Henderika; Wenno, Eldaa Crystle – Journal of Education and Learning (EduLearn), 2022
This study aimed to determine the effect of the Kahoot! educational game learning media on German language students' learning outcomes in the "Sprechfertigkeit" 2 course. The sample of this study consisted of 37 students. The test instruments were given during the pretest and posttest. The data were processed and analyzed by the SPSS…
Descriptors: Game Based Learning, Educational Technology, Outcomes of Education, German
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Tanik Onal, Nagihan; Saylan Kirmizigul, Asli – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2022
Learning STEM applications in the first years of education reinforce children's curiosity toward exploring the world around them, and form the basis for all scientific studies they will receive throughout their lives. The aim of this study is to implement the STEM activity on the subject of seasons to preschool students. In the spring semester of…
Descriptors: STEM Education, Preschool Children, Learning Activities, Preschool Education
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Lin, Yao-San; Lim, Jie Ni; Wu, Yung-Sen – Education Sciences, 2022
The Chinese language is the mother tongue that most students in Singapore need to master. However, for many local students, due to the use of English as the main language in Singapore's families and the living environment, the time and frequency of using Chinese and the exposure to Chinese characters are relatively insufficient, which leads to a…
Descriptors: Game Based Learning, Educational Technology, Electronic Learning, Alphabets
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Weisberg, Lauren; Dawson, Kara; Dana, Nancy Fichtman – Journal of Digital Learning in Teacher Education, 2022
Educators have recently begun using digital breakout games as an instructional strategy in K-12 and higher ed curricula. However, research has thus far explored outcomes associated with playing these games, rather than designing them. This study investigates what happened when 23 preservice teachers in a technology integration course designed…
Descriptors: Educational Technology, Preservice Teachers, Secondary Education, Educational Games
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Andrew Philpott; Jeong-Bae Son – Computer Assisted Language Learning, 2024
The study reported in this article investigated the use of quest-based learning (QBL) in a gamified English as a foreign language (EFL) course at a Japanese university. A mixed methods research design was utilised to explore the effect purposely designed quests can have on EFL students' foreign language (FL) motivation. The study was conducted…
Descriptors: College Students, Foreign Countries, English Language Learners, English (Second Language)
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