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Educational game
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This study aims to determine the differences in learning outcomes and creativity between the control class and the experimental class of students at senior high schools in Salatiga, Indonesia. The research model used is quasi-experimental. The respondents of the research were 35 students in the experimental class and 35 students in the control class, who had the same homogeneity in creativity and learning outcomes.
12p
viohoyo
25-04-2024
2
1
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This study seeks to develop a learning method based on local wisdom that is developed to support the learning process. One of the pearls of wisdom used in developing learning methods is the traditional games of the Sundanese people, namely the Bebentengan game.
12p
viohoyo
25-04-2024
9
1
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The present study aims to explore the experiences of prospective physical education teachers on active gaming. The study, which used qualitative case study design enrolled 2 prospective physical education teachers (1 male, 1 female) who were included in extracurricular activities and physical education classes in 2015-2016 academic year.
13p
viarnault
25-04-2024
3
1
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The progressive integration of mobile technology in the classroom is generating new scenarios to innovate teaching methods. The aim of this study was to analyse the perceptions of university students toward the use of Socrative and its implications in gamified learning situations. This is a descriptive-survey investigation, complemented with content analysis techniques.
14p
viarnault
25-04-2024
4
1
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This research presents an analysis of the value given to the game as an educational resource on social networks. The purpose of this study is to analyze the discourse on Twitter of the different educational agents (teachers and other educational professionals) to know the value given to the use of this tool and how the social network is an educational form of communication and interaction.
15p
viarnault
25-04-2024
3
2
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This study, therefore, developed a game-based learning activity called the VERT card game to enhance students’ learning of the phylogenetic taxonomy of chordates. The VERT card game was designed to lay the foundation for different characteristics of chordate classes, as well as to allow students to construct and interpret their evolutionary relationships based on the phylogenetic tree.
15p
viarnault
25-04-2024
2
1
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Online learning is an obligation in teaching and learning activities during the Coronavirus disease (COVID-19). Game-based learning is a solution in improving student learning outcomes. This research aims to determine the level of acceptance of gamification in terms of Gamification quality (GQ), instructor characteristic (IC), and technology anxiety (TA).
14p
viarnault
25-04-2024
4
1
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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.
9p
viarnault
25-04-2024
3
1
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The sample consists of (6) participants of pre-services teachers studying in special education course for 15 weeks. Data were collected through semi-structured interviews. The result of the interview showed that there is a clear desire among the students to succeed during learning using game elements. Their desire is very clear and higher. Most of them became active during their learning.
9p
viarnault
25-04-2024
3
2
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Digital puzzle worksheet (DPW) is innovative teaching material designed using open-source software such as Canva and Liveworksheets. Subsequently, puzzle games in the form of questions can improve problem-solving skills by engaging in metacognitive processes.
16p
viarnault
25-04-2024
3
1
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This paper aims to explore the usefulness of the online board game “Flippity” to improve speaking skills among elementary pupils who are in Year 5 as well as to investigate pupils’ perceptions towards the use of the online board game “Flippity”.
12p
viarnault
25-04-2024
4
1
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Online game design has been studied by game creators for decades, but for the education sector, this field is receiving attention and investment. The article presents about creating 5th graders’ motivation in learning English through online game design at Le Van Tam primary school, district 7, Ho Chi Minh city.
3p
vibego
02-02-2024
8
3
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The paper "The effects of video games on English language teaching and learning (ELT)" aims to identify the benefits and downsides of video games in general and in ELT classrooms in particular. Findings from various research articles reveal that moderation is the key to success in incorporating the English language knowledge and skills in educational video games, making them a powerful tool to enhance the quality of language acquisition in the modern world today.
3p
tahoaiman
02-01-2024
4
2
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Through the use of observation methods, discussion interviews, pedagogical testing methods and statistical methods, the article has selected 26 exercises, including 10 group exercises, 11 coordinated exercises and 5 game exercises – a competition to develop strength. At the same time, the article also selected 5 tests to assess the speed of male handball athletes at Danang University of Physical Education and Sports.
6p
visharma
20-10-2023
9
3
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Breast cancer is one of the world’s most prevalent cancer and the most common type of cancer in Malaysia. Interestingly, breast cancer in young women is more aggressive compared to older women and the survival rate among these groups of individuals is poor.
11p
visharma
20-10-2023
6
3
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This study aims to find out how undergraduate English students at a Vietnamese institution felt about utilizing Kahoot to learn vocabulary. Using a sequential explanatory mixedmethods design, the study collected and analyzed quantitative and qualitative data from 53 first-year English major students.
15p
viberkshire
09-08-2023
6
5
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Ebook Game Changers: Education and Information Technologies - Part 1 includes contents: Chapter 1 The knowledge economy: Challenges and Opportunities or American Higher Education; Chapter 2 The questions we need to ask first: Setting priorities for higher education in our technology-rich world; Chapter 3 IT as a game changer; Chapter 4 From metrics to analytics, reporting to action: Analytics ’ role in changing the learning environment; Chapter 5 IT innovations and the nontraditional learner; Chapter 6 Why openness in education? Chapter 7 Early dayso f a growing trend: Nonprofit/for-profit ...
128p
haojiubujain02
03-07-2023
8
2
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Ebook Game Changers: Education and Information Technologies - Part 2 includes contents: Chapter 9 Western governors university; Chapter 10 University of phoenix; Chapter 11 SUNY empire state college: A game changer in open learning; Chapter 12 Athabasca university: Canada ’s open university; Chapter 13 Providing quality higher education for adults; Chapter 14 University of the people; Chapter 15 The open earning initiative: Enacting instruction online; Chapter 16 The postmodality era: How “online learning ” is becoming “learning”; Chapter 17 Going the distance: Outsourcing online learning.
274p
haojiubujain02
03-07-2023
3
2
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This study is hoped to contribute its part to better understanding of the effectiveness of technology-based games in education in general and English language teaching in specific in the research context and other similar ones.
6p
vinebula
02-06-2023
8
5
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The researcher of this project is a volunteer worker at the International Buddhist College of Victoria. Anecdotal evidence has put forwarded prior to this research that communication and relationships between parents and children in IBCV were deteriorating as a result of parents working long hours and children spending too much time playing computer games.
93p
runthenight07
01-03-2023
8
2
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