Game-Based Online Dynamic Glosses: Learners’ Attitudes and the Effects on Second Language Vocabulary Acquisition and Multidimensional Engagement
International Journal of Human-Computer Interaction,
Год журнала:
2025,
Номер
unknown, С. 1 - 13
Опубликована: Март 12, 2025
Язык: Английский
Jogo educacional “Glicoquest”: instrumento digital auxiliar no estudo de bioquímica de estudantes dos cursos da saúde
Caderno Pedagógico,
Год журнала:
2025,
Номер
22(6), С. e15453 - e15453
Опубликована: Апрель 9, 2025
O
estudo
e
compreensão
da
Bioquímica,
requerida
em
diversas
áreas
de
graduação,
são
considerados
complexos
devido
à
abstração
linguagem
específica
envolvidos
seu
aprendizado.
No
entanto,
entender
os
processos
que
regem
a
manutenção
vida,
estrutura
função
metabólicas
é
importante
para
haja
do
bom
funcionamento
organismo
as
repercussões
quando
isto
não
ocorre
forma
adequada.
Por
conta
disso,
medidas
visam
descomplicar
este
processo
aprendizado
importantes.
Tendo
vista
evolução
ambiente
digital
implementá-la
no
ensino
mostra-se
como
uma
cativar
o
estudante.
Com
isso,
entende-se
relevância
gamificação
cenário
atual.
Esta
pesquisa
objetivou
desenvolver
um
jogo
atue
auxílio
entendimento
especificamente
glicose,
metabolismo
ciclo
ácido
cítrico.
Para
foi
dividida
três
etapas:
caracterização
conteúdo
ser
abordado
jogo,
elementos
importantes
devem
compor
objetiva
educação
e,
por
último,
desenvolvimento
design
jogo.
Através
dos
resultados,
exposto
base
construção
protótipo,
assim
template
normas
Entende-se
deste
aplicativo
pode
auxiliar
estudantes
Ensino
Superior
aprendizagem,
afinal,
ao
jogá-lo,
aluno
tem
experiência
estimulante,
qual
propicia
aquisição
conhecimento.
AI in Educational Design and Technological Development
Advances in educational technologies and instructional design book series,
Год журнала:
2024,
Номер
unknown, С. 25 - 60
Опубликована: Апрель 22, 2024
Artificial
intelligence
(AI)
has
both
benefits
and
challenges
in
education.
AI
can
customize
learning
experiences,
enhance
teaching
methods,
foster
equal
opportunities
However,
ethical
implications
potential
biases
linked
to
AI-generated
data
are
concerns.
AI-driven
tools
like
adaptive
systems
intelligent
tutoring
have
the
revolutionize
The
chapter
explores
a
range
of
systems,
including
natural
language
processing.
thoroughly
analyzed.
Suggestions
on
how
responsibly
incorporate
into
field
education
offered.
utilization
been
discovered
experiences
address
disparity
educational
opportunities,
ultimately
resulting
more
inclusive
equitable
system.
development
curricula
for
various
levels
is
also
key
area
focus
ensure
that
realized
an
responsible
manner.
Язык: Английский
The Impact and Acceptance of Gamification by Learners in a Digital Literacy Course at the Undergraduate Level: Randomized Controlled Trial
JMIR Serious Games,
Год журнала:
2024,
Номер
12, С. e52017 - e52017
Опубликована: Авг. 23, 2024
Abstract
Background
In
recent
years,
the
integration
of
technology
in
education
has
revolutionized
traditional
learning
paradigms.
Digital
literacy,
a
crucial
skill
21st
century,
become
vital
aspect
modern
education,
enabling
students
to
navigate,
critically
assess,
and
effectively
use
digital
tools.
As
educators
strive
boost
engagement
outcomes,
gamification
appeared
as
an
auspicious
pedagogical
approach.
By
applying
game
mechanics
nongame
contexts,
seeks
create
more
immersive
experience.
Objective
This
research
paper
aims
investigate
impact
acceptance
by
learners
literacy
course
at
undergraduate
level.
Methods
pre-post
intervention
study,
168
were
randomly
assigned
either
experimental
group
(gamification
based)
or
control
(conventional)
condition.
Both
groups
participants
learned
same
topics
literacy.
Results
Empirical
findings
showed
that
from
had
better
academic
performance
than
those
who
not
exposed
game-based
environment.
The
participants’
prior
experience
with
was
found
be
significant
predictor
their
course.
Conclusions
study
provides
evidence
supporting
potential
benefits
enhancing
opens
door
for
further
exploration
implementation
gamified
approaches
higher
settings.
Язык: Английский
It’s Your Move: Teaching Biomedical Literature Searching With Gaming Technologies
Journal of Hospital Librarianship,
Год журнала:
2024,
Номер
24(4), С. 381 - 387
Опубликована: Сен. 18, 2024
Язык: Английский
Forming the Depth-Annex-Motion-Placement (DAMP) Conceptual Model for Gamified Learning
Advances in educational technologies and instructional design book series,
Год журнала:
2024,
Номер
unknown, С. 117 - 140
Опубликована: Окт. 31, 2024
Gamification
is
known
as
the
use
of
game-like
elements
within
a
non-game
context.
The
gamification
in
classroom
setting,
also
gamified
learning
aims
to
improve
process
by
constructing
low-risk
and
well-structured
environment
for
students.
educational
context
has
proven
be
able
increase
motivation,
engagement,
retention
knowledge
performance.
In
this
paper,
authors
inquired
into
previous
relevant
research
wish
contribute
field
proposing
DAMP
model
which
dealt
with
depth
(shallow,
deep
total),
annex
(plugged
or
unplugged,
online
offline),
motion
(static
dynamic),
placement
(intra
extra)
consideration
8Ts
namely
task,
target,
technology,
time,
technique,
tariff,
tensity
terrain.
proposed
hopes
serve
guideline
provide
new
insights
future
educators
instructional
designers
when
classroom.
Язык: Английский
Managing Exam Anxiety and Improving Time Management with Digital Platforms
Dessy Ekawati,
Baderi Baderi
Jurnal Ilmiah Perawat Manado (Juiperdo),
Год журнала:
2024,
Номер
12(2), С. 127 - 139
Опубликована: Дек. 29, 2024
Introduction:
Exam
anxiety
is
a
major
issue
affecting
academic
performance
among
students
worldwide,
primarily
due
to
the
pressure
meet
high
expectations
and
poor
time
management.
Research
Objective:
This
study
aims
evaluate
effectiveness
of
digital
platforms
(Quizizz,
Kahoot!,
Socrative)
in
reducing
exam
improving
management
skills
at
ITSKes
ICME
Jombang.
Method:
A
quantitative
design
with
pre-post
test
approach
was
used,
randomly
selected
sample
98
from
population
130.
Data
were
collected
through
questionnaires,
as
well
results,
analyzed
using
Wilcoxon
Ranks
Test
Kruskal-Wallis
Test.
Results:
The
findings
indicate
that
platform-based
interventions
significantly
improved
performance,
Quizizz
proving
be
most
effective
platform,
levels
enhancing
skills.
Conclusion:
Digital
are
proven
students'
skills,
particularly
helping
female
manage
flexible
structured
self-study
features.
Keywords:
anxiety,
management,
platform
Язык: Английский
A Systematic Analysis of Kahoot's Potential as a Tool for Improving EFL Instruction
Priaditya Tri Hadi,
Biladt Septananda Roseandree Biladt Septananda Roseandree,
Zidanu Fatoni
и другие.
Journal of World Englishes and Educational Practices,
Год журнала:
2024,
Номер
6(2), С. 01 - 17
Опубликована: Май 31, 2024
This
research
provides
a
meta-analysis
of
an
issue
regarding
the
effectiveness
using
Kahoot
in
English
language
learning
environments
from
2020
to
2024,
focusing
on
yearly
publication
rate,
participant
demographics,
challenges,
and
benefits.
It
delves
into
impact
technology
integration
gamification
student
outcomes,
emphasizing
importance
motivation
engagement
educational
settings.
The
systematic
review
explores
some
papers
about
Kahoot!
improving
results
for
Foreign
Language
classes.
highlights
benefits
education,
Kahoot's
ability
engage
students'
academic
performance.
study
also
found
gaps
among
EFL
students,
including
technology,
competition,
time
management,
classroom
content
creation,
cultural
relevance,
pedagogy.
However,
it
shows
several
benefits,
such
as
improved
interest
process,
better
subject
perception,
higher
class
participation,
more
lively
state.
Following
results,
researcher
hopes
this
paper
could
give
impression
that
can
provide
great
tools
learning,
either
learners
or
teachers.
Язык: Английский