NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 4 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Almusharraf, Norah – Interactive Learning Environments, 2023
This study functioned as a digital literacy technique that aided in raising students' motivation and classroom dynamics in reviewing writing structure, terminologies, and related knowledge. This study investigated the effects of integrating questioning strategies with the game-based student response system (GSRS), Kahoot!, into English literature…
Descriptors: Game Based Learning, English (Second Language), Second Language Learning, Online Courses
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Al-Razgan, Muna; Alotaibi, Hind M. – Arab World English Journal, 2022
Considerable advances in the capabilities of modern mobile devices have enabled their use as powerful educational tools. Today, mobile learning games are widely used as creative platforms for teaching and learning, offering enjoyable and ubiquitous educational content. This study describes the design and evaluation of a mobile Arabic orthography…
Descriptors: Technology Integration, Handheld Devices, Educational Games, Spelling Instruction
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Jabali, Mohsen; Walker, Carol – International Journal of Technology in Education, 2021
The study was carried out to investigate the impact of a digital review tool had on students' grades, learning motivation, and engagement. An exploratory cross-sectional study was accomplished with two groups of students. The Experimental Group was taught using the digital tool FlipQuiz while the Control Group was taught with the conventional…
Descriptors: Game Based Learning, Educational Technology, English (Second Language), Second Language Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Alajaji, Deema Abdulmohsen; Alshwiah, Abeer Aidh – Journal of Information Technology Education: Research, 2021
Aim/Purpose: To investigate the application of game elements to a non-gaming context (gamification), specifically on an early childhood teacher-training course. Background: This research proposes a teaching strategy that combines gamification elements via e-quizzing tools with the main principles of a scavenger hunt (SH). The purpose of this blend…
Descriptors: Game Based Learning, Undergraduate Students, Preservice Teachers, Late Adolescents