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6 Results Found

  • Article
  • Open Access
28 Citations
10,294 Views
24 Pages

Online Gamified Learning to Enhance Teachers’ Competencies Using Classcraft

  • Szarmilaa Dewie Krishnan,
  • Helmi Norman and
  • Melor Md Yunus

29 September 2021

Every English language teacher should be competent enough to serve as a model of reference for students. As stipulated by the Roadmap 2015–2025, Ministry of Education, Malaysia, teachers need a minimum CEFR Level C1 qualification to teach English lan...

(This article belongs to the Topic Advances in Online and Distance Learning)
  • Article
  • Open Access
20 Citations
6,038 Views
21 Pages

Using ClassCraft to Improve Primary School Students’ Knowledge and Interest in Sustainable Mobility

  • Silvia Sipone,
  • Víctor Abella-García,
  • Marta Rojo and
  • Luigi dell’Olio

4 September 2021

Teaching students awareness about sustainable mobility has been lacking to date. There is a need to expand the themes being addressed in order to achieve a change in attitude. Society needs to design a curriculum that teaches about sustainable mobili...

(This article belongs to the Section Sustainable Transportation)
  • Article
  • Open Access
37 Citations
7,139 Views
7 Pages

Gamification in Engineering Education: The Use of Classcraft Platform to Improve Motivation and Academic Performance

  • Luisa Parody,
  • Jenifer Santos,
  • Luis Alfonso Trujillo-Cayado and
  • Manuel Ceballos

21 November 2022

Pedagogical innovation involving information and communications technology (ICT) may offer teachers the opportunity to create engaging learning environments in engineering courses. In this paper, we present a gamification teaching experience whose pr...

(This article belongs to the Special Issue STEAM Education and the Innovative Pedagogies in the Intelligence Era)
  • Article
  • Open Access
6 Citations
3,667 Views
21 Pages

4 February 2025

This study explores how gamification can be incorporated when facilitating theoretical content in Computer Applications Technology (CAT) to promote self-directed learning of Generation Z learners. The CAT curriculum consists of practical and theoreti...

  • Article
  • Open Access
139 Citations
24,392 Views
16 Pages

Gamification in Physical Education: Evaluation of Impact on Motivation and Academic Performance within Higher Education

  • Alberto Ferriz-Valero,
  • Ove Østerlie,
  • Salvador García Martínez and
  • Miguel García-Jaén

Gamification is an innovative pedagogical approach to addressing problems related to social behaviour, student motivation and academic performance at different educational stages. Therefore, this research aimed to analyse its impact on the motivation...

(This article belongs to the Special Issue Neuroeducation, Motivation and Physical Activity in Students of Physical Education)
  • Review
  • Open Access
20 Citations
8,626 Views
12 Pages

Mapping Role-Playing Games in Ibero-America: An Educational Review

  • Mario Grande-de-Prado,
  • Roberto Baelo,
  • Sheila García-Martín and
  • Víctor Abella-García

5 August 2020

Role-playing games (RPGs) have a controversial public image in several countries, including Spain. These fears lack a scientific basis, as role-playing games may be useful in education. Educational trends such as gamification are helping to change th...

(This article belongs to the Special Issue Sustainable Development Goals (SDGs): The Challenges of the 2020-2030s for Quality Education)