Education technology - higher education
The application of gamification approach in the curriculum of higher education based on experts' experiences

R. Tohand; M. Alinejad; B. Daneshmand

Articles in Press, Accepted Manuscript, Available Online from 14 April 2024

https://doi.org/10.22061/tej.2024.10054.2932

Abstract
  Background and Objectives: The gamification approach is one of the newest and most attractive developments in recent years, which has been effective in various fields, including education. This approach attracted the attention of its audience by creating excitement and interaction. Gamification means ...  Read More

Game-based Education
The effect of gamification on improving students' environmental literacy

M. Ahmadi; S. F. Noorani; S. Hosseini

Volume 17, Issue 3 , July 2023, , Pages 683-694

https://doi.org/10.22061/tej.2023.9713.2891

Abstract
  Background and Objectives: Environmental crises are threats to all creatures and the balance of nature, and their root is human activity. Therefore, the current change in human behavior will be able to solve environmental problems. The purpose of environmental education is increasing people's sensitivity ...  Read More

Educational computer games
The effect of gamification on vocabulary learning (learning English as a second language) among the fifth-grade elementary school students

A. Salimei; H. Zangeneh

Volume 16, Issue 4 , October 2022, , Pages 723-734

https://doi.org/10.22061/tej.2022.8550.2686

Abstract
  Background and Objectives: Teaching English as a second language has grown exponentially in the world over the last two decades with mobile or computer-assisted approaches. New learning technologies have increased their popularity through interactive language learning content in listening, speaking, ...  Read More

e-learning
Gamification with leaderboard: Effect of educational tools based on competition and cooperation in learning and approach motivation of math lesson

M. Mohammadi; Z. Khoshneshin; N. Mohammadhasani

Volume 16, Issue 2 , April 2022, , Pages 237-248

https://doi.org/10.22061/tej.2021.7996.2606

Abstract
  Background and Objectives: Gamification means the use of elements and mechanics of a game in a non-game environment increasingly used in learning environments as a way to increase student motivation and learning outcomes. While several studies have been conducted to investigate the effectiveness of gamification ...  Read More

Educational Technology
Comparing the evaluation of three educational methods including game-based education, education through working with professional software, and traditional education from the view point of students

M. Ranjbarfard; M. Zandvakili

Volume 15, Issue 4 , October 2021, , Pages 635-647

https://doi.org/10.22061/tej.2021.4312.2359

Abstract
  Background and Objectives: Today, the presence of computers in training classes has been expanded. Therefore, preparing appropriate software and games as well as conducting research to examine their impact on education and their comparison with the traditional teaching method (face-to-face and PowerPoint) ...  Read More

Educational Technology
Effectiveness of Gamification-based education in the educational motivation students with mental disability

M. Ghasemi arganeh; S. Pourroostaei Ardakani; A. Mohseni Ezhiyeh; R. Fathabadi

Volume 15, Issue 3 , July 2021, , Pages 429-438

https://doi.org/10.22061/jte.2019.4980.2147

Abstract
  Background and Objectives: Pillars of civilization of any society is based on the system and structure of education; and without any doubt health, comprehensiveness and efficiency of the education system of that society depends on the scope, breadth, diversity and quality of comprehensive educational ...  Read More

Game-based Education
Investigating the Effect of Performance on the Academic Performance of Users According to Individual characteristics of them

S.A.H. Hosseini Anari; M. Neshati

Volume 13, Issue 3 , July 2019, , Pages 499-510

https://doi.org/10.22061/jte.2018.3524.1895

Abstract
  Background and Objective:In recent years, we have witnessed a dramatic growth of digital gaming media in entertainment and popular culture. Games are firmly entrenched in human culture and have consistently impacted their social life and leisure on an unprecedented scale. One of the achievements of digital ...  Read More

Educational computer games
The Analysis and Review of the Literatures in the field of Gamification in e-Learning

Z. Batooli; F. Fahimnia; N. Naghshineh; F. Mirhosseini

Volume 13, Issue 3 , July 2019, , Pages 700-712

https://doi.org/10.22061/jte.2018.3550.1893

Abstract
  Background and Objective:Despite the advent of new technologies and the consequent change in lifestyle in recent decades, education systems have retained their traditional way of teaching and have not adapted to the characteristics of the digital generation. At the same time, the characteristics of digital ...  Read More