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Academic Journal

Synchronous Online Flip Learning with Formative Gamification Quiz: Instruction during COVID-19

Subjects: Synchronous Communication; Electronic Learning; Flipped ClassroomIndonesia

  • Source: Interactive Technology and Smart Education, v19 n2 p236-259 2022.

  • Abstract: Purpose: This study aims to present research evidence on the relevance of online gamification flip learning as ... As Provided

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Academic Journal

Nearpod Use as a Learning Platform to Improve Student Learning Motivation in an Elementary School

Subjects: Learning Motivation; Elementary School Students; Game Based LearningIndonesia

  • Source: Journal of Education and Learning (EduLearn), v16 n1 p121-129 Feb 2022.

  • Abstract: Education sector is heavily affected by COVID-19 pandemic, leading to reduced learning motivation among students. Factors including dismal ... As Provided

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Academic Journal

Game-Based Learning Sustainability during Social Distance: The Role of Gamification Quality

Subjects: Game Based Learning; Gamification; SustainabilityIndonesia

  • Source: European Journal of Educational Research, v11 n3 p1289-1302 2022.

  • Abstract: Online learning is an obligation in teaching and learning activities during the Coronavirus disease (COVID-19). Game-based As Provided

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Academic Journal

Technology in Action: Developing Gamification Handbook in English Teaching and Learning for the 21st Century Learners

Subjects: Technology Uses in Education; Game Based Learning; English (Second Language)Indonesia

  • Source: TESL-EJ, v26 n1 May 2022.

  • Abstract: Diffusion of digital literacy and technological practices in 21st-century learning has become a constructive force in EFL classrooms in North Bali, As Provided

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Academic Journal

Utilising Gamification for Online Evaluation through Quizizz: Teachers' Perspectives and Experiences

Subjects: Gamification; Evaluation Methods; Electronic LearningIndonesia

  • Source: World Journal on Educational Technology: Current Issues, v14 n3 p781-796 2022.

  • Abstract: During the pandemic, the 2019 novel coronavirus disease (COVID-19) has had a tremendous and massive impact on the entire cross-level education system in ... As Provided

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Academic Journal

Active Student Learning through Gamification in a Learning Management System

Subjects: Active Learning; Game Based Learning; Integrated Learning SystemsIndonesia

  • Source: Electronic Journal of e-Learning, v19 n6 p601-613 2021.

  • Abstract: E-learning through a learning management system (LMS) is expected to be a solution to the needs ... As Provided

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Academic Journal

Leveraging Gamification into EFL Grammar Class to Boost Student Engagement

Subjects: Learner Engagement; English (Second Language); Second Language LearningIndonesia

  • Source: Teaching English with Technology, v22 n2 p90-114 2022.

  • Abstract: Student engagement is paramount for the success of EFL learning. This paper explores how the leverage of a game-based As Provided

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Academic Journal

Applying Gamification to Improve the Quality of Teaching and Learning of Chemistry in High Schools: A Case Study of Indonesia

Subjects: Game Based Learning; Computer Games; Teaching MethodsIndonesia

  • Source: Asia-Pacific Forum on Science Learning and Teaching, v20 n2 Article 6 Jun 2021.

  • Abstract: This research aims to explore the effectiveness of using computer-assisted games as a learning media to improve the quality of As Provided

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Academic Journal

Gamification in Economics and Its Impact on Students' Achievement: Lesson from COVID-19 in Indonesia

Subjects: Foreign Countries; COVID-19; PandemicsIndonesia

  • Source: Cypriot Journal of Educational Sciences, v16 n3 p1194-1203 2021.

  • Abstract: Providing teaching and learning activities during the Covid-19 pandemic has been a global challenge, and the government has responded to this ... As Provided

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Academic Journal

A Gamification Framework for Research Productivity Enhancement on the Higher Education Institution

Subjects: Game Based Learning; Educational Research; ProductivityIndonesia

  • Source: International Journal of Evaluation and Research in Education, v10 n2 p706-713 Jun 2021.

  • Abstract: The condition of research productivity in higher education institutions in Indonesia is still not ideal. Departing from this problem, this paper ... As Provided

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  • 1-10 of  28 results for "Gamification in learning"