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Capinding, Andie Tangonan – European Journal of Educational Research, 2022
The primary goal of this study was to explore the effectiveness of Quizizz in enhancing students' motivation, interest, and achievement in physics. This study was conducted at the Nueva Ecija University of Science and Technology (NEUST)-Gabaldon campus during the second semester of the academic year 2021-2022. This study used both a descriptive…
Descriptors: Game Based Learning, Evaluation Methods, Instructional Effectiveness, Physics
Zabala-Vargas, Sergio Andres; García-Mora, Lewis; Arciniegas-Hernández, Edgar; Reina-Medrano, Jerson; de Benito-Crosetti, Bárbara; Darder-Mésquida, Antonia – EURASIA Journal of Mathematics, Science and Technology Education, 2022
The development of mathematical skills for future engineers is essential. Game-based learning (GBL) and gamification have been widely used in elementary education, but less applied in higher education. The objective of this article was to evaluate the effect of didactic strategies mediated by games in the teaching of mathematics in first-year…
Descriptors: Didacticism, Game Based Learning, Mathematics Instruction, College Freshmen
Barantes, Aureen Kate A.; Tamoria, Joseline R. – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2021
Science is regularly taught in ways that make the data unessential, theoretical, and disengaged from students' experiences. Although most students do anticipate to learn science, they regularly see it as being presented in uninteresting ways. This study aimed to determine the effectiveness of using LARO (Learners Active Response to Operant)…
Descriptors: Science Instruction, Science Activities, Biology, Instructional Effectiveness
Malahito, John Aries I.; Quimbo, Maria Ana T. – E-Learning and Digital Media, 2020
In this era of digital media, teachers are competing against technological advancements in gaining students' engagement and attention. Incorporating game elements in the learning environment known as gamification is a new field of study that re-engages students in learning. This study was done primarily to create a gamified learning environment…
Descriptors: Educational Games, Game Based Learning, College Freshmen, Educational Technology
Funa, Aaron; Ricafort, Jhonner – Online Submission, 2019
Instructional material is an integral part of teaching and learning process. Validating instructional materials is imperative to ensure quality before widespread utilization. This study validated the developed Gamified Instructional Material (GIM) in genetics for grade 12 STEM students. It employed the descriptive-developmental research design…
Descriptors: Instructional Materials, Genetics, Grade 12, Secondary School Science
Ortega-Dela Cruz, Ruth – Journal of University Teaching and Learning Practice, 2020
Facilitating learning for the students nowadays demands so much from the educators. This makes the role of higher education institutions (HEIs) more challenging as they look upon the needs of the present generation. This study sought answer to that need by determining the most preferred pedagogical practices that have impact on the students'…
Descriptors: Preferences, Generational Differences, 21st Century Skills, Instructional Effectiveness