Students' motivation is a fundamental factor in the educational process, and can be facilitated through new methodologies and technologies, including gamification, video …
K Aboalshamat, A Khayat, R Halwani, A Bitan… - BMC Public Health, 2020 - Springer
Background Antimicrobial resistance (AMR) has reached alarming levels and is considered to be a worldwide public health problem. One of the most significant factors contributing to …
In this study, we examined the factors in game design that were used by developers to support the interests of mathematics learning. The aim is to overcome the lack of empirical …
Video games have always been an object of leisure and entertainment for children and adults. Ignorance has led many people to view these types of games in a negative, violent or …
Y Ma, X Zhang, C Abbey, D Hu, O Lee… - Journal of Research …, 2024 - Taylor & Francis
The objective of the current study is to examine the impact of an in-school computer-assisted learning (CAL) intervention on the math achievement of rural students in Taiwan, including a …
RA Engin - Journal of Pedagogical Sociology and Psychology, 2023 - j-psp.com
Today, there is an increasing interest in digital games. However, using digital games in education has also come to the agenda. Supporting a problematic and tedious course such …
HA Deniz, EP Balkan, B İncebeyaz… - World Journal of …, 2025 - wjgnet.com
BACKGROUND Gamification, the use of game materials in education, has been used in several scientific fields, and studies have demonstrated its effectiveness in student com …
This study explores the use of gamification in elementary math. Living in a Global society requires students to use technology in classes daily. Students are using technology to …