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Showing 1 to 15 of 142 results Save | Export
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Wei-Ang Dai; Wei Xu; Qian-Wen Xing – Educational Technology Research and Development, 2025
In educational settings, gamified learning integrates a variety of game elements to improve the learning experience, but a thorough analysis comparing different combinations of these elements is sparse. This meta-analysis consolidated data from 182 effect sizes across 37 randomized or quasi-randomized trials to assess the impact of gamified…
Descriptors: Gamification, Game Based Learning, Program Effectiveness, Design
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Stamatios Papadakis; Turgut Karakose – Educational Process: International Journal, 2025
Background/Purpose: This study explores the relationship between gamification and student achievement, and provides a brief overview of how gamification can be used more effectively to enhance student learning. The study also addresses the potential opportunities and limitations of using gamification in education. Practical implications: Research…
Descriptors: Gamification, Game Based Learning, Academic Achievement, Educational Environment
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Jiyuan Zeng; Daner Sun; Chee-Kit Looi; Andy Chun Wai Fan – British Journal of Educational Technology, 2024
Gamification, characterized by the integration of game design elements into non-game environments, has gained popularity in classrooms due to its potential for increased engagement and enjoyment compared to traditional lecture-based teaching methods. While students generally exhibit positive attitudes towards gamification, its impact on academic…
Descriptors: Gamification, Educational Games, Academic Achievement, Program Effectiveness
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Jiaopin Ren; Lixian Tian – Education and Information Technologies, 2025
Numerous scholars have empirically explored the impact of gamification on enhancing students' learning, yielding varied findings regarding the effectiveness of gamification, but whether students of different learning styles are all supportive of gamified education and game elements is still an open question. This study examined whether and why…
Descriptors: Cognitive Style, Gamification, Undergraduate Students, Game Based Learning
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Ahmad Afandi Yusri; Muhammad Zuhair Zainal – Journal of Education and Learning (EduLearn), 2025
The implementation of gamification in primary education has garnered significant attention for its potential to enhance learning experiences and outcomes. This systematic review examines the integration of gamification across various subjects in primary education from 2022 to 2024, focusing on the types of strategies employed and their impacts. By…
Descriptors: Gamification, Elementary Education, Game Based Learning, Instructional Effectiveness
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Jody A. Thompson – Journal of Extension, 2024
As coastal populations grow, so does the exposure to natural hazards such as hurricanes and flooding, creating the potential for increased social and economic disasters. The literature indicates coastal residents remain complacent when planning before, during, and after an event. There is a growing successful use of serious games in natural…
Descriptors: Game Based Learning, Educational Games, Natural Disasters, Planning
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Muhammad Zulfadhli Zulkefly; Fauzi Mohamed Yusof – Malaysian Online Journal of Educational Sciences, 2025
This study aims to evaluate the impact of Circumference Board gamification on the achievement of second-form students in the topic of circles at two schools in Putrajaya, Malaysia. The study involved 60 students, with 30 students from each school (15 male and 15 female) selected using random stratified sampling. A quasi-experimental design was…
Descriptors: Gamification, Mathematics Instruction, Game Based Learning, Geometric Concepts
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Ismail Thamarasseri; Vandana Chandran – Journal of Educational Technology, 2025
This research explains Sustainable Development (SD) and explores the significance of sustainability education in the 21st century. The research points out the potential of gamification as a tool to enhance sustainable education. By integrating game elements into learning experiences, gamification can increase student engagement, motivation, and…
Descriptors: Sustainable Development, Gamification, Sustainability, Problem Solving
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Tongxi Liu – British Journal of Educational Technology, 2024
To date, extensive work has been devoted to incorporating computational thinking in K-12 education. Recognizing students' computational thinking stages in game-based learning environments is essential to capture unproductive learning and provide appropriate scaffolding. However, few reliable and valid computational thinking measures have been…
Descriptors: Elementary Secondary Education, Game Based Learning, Puzzles, Problem Solving
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Marcela Pessoa; Marcia Lima; Fernanda Pires; Gabriel Haydar; Rafaela Melo; Luiz Rodrigues; David Oliveira; Elaine Oliveira; Leandro Galvao; Bruno Gadelha; Seiji Isotani; Isabela Gasparini; Tayana Conte – IEEE Transactions on Learning Technologies, 2024
Game designers and researchers have sought to create gameful environments that consider user preferences to increase engagement and motivation. In this sense, it is essential to identify the most suitable game elements for users' profiles. Designers and researchers must choose strategies to classify users into predefined profiles and select the…
Descriptors: Educational Environment, Game Based Learning, Classification, Learner Engagement
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Ryan Hare; Ying Tang; Sarah Ferguson – IEEE Transactions on Education, 2024
Contribution: A general-purpose model for integrating an intelligent tutoring system within a serious game for use in higher education. Additionally, this article also offers discussions of proper serious game design informed by in-classroom observations and student responses. Background: Personalized learning in higher education has become a key…
Descriptors: Intelligent Tutoring Systems, Game Based Learning, Gamification, Student Attitudes
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Pumudu A. Fernando; H. K. Salinda Premadasa – Educational Technology & Society, 2024
Children born after 2010 are labelled as members of Generation Alpha, who currently pursue their primary education. Gamification and game-based learning methodologies have gained popularity in the global education sector in the recent past. The goal of this study is to investigate the present state of adopting gamification and game-based learning…
Descriptors: Gamification, Game Based Learning, Literature Reviews, Elementary School Students
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Xiaomei Li; Ruiyi Li – Innovations in Education and Teaching International, 2025
Nowadays, gamification has gained widespread acceptance in education. However, limited studies have focused on whether and how game-based learning impacts university students' creativity. This study aims to explore the relationship between university students' engagement in game-based learning and their creativity. By drawing upon flow theory…
Descriptors: Foreign Countries, Gamification, Game Based Learning, Creativity
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Wilk Oliveira; Pasqueline Dantas Scaico; Juho Hamari; Zhaoxing Li; Lei Shi – Journal of Computer Assisted Learning, 2025
Background: Gamification has been used in recent years to enhance the student experience in educational environments and to help students achieve an optimal experience. However, there is limited empirical evidence of the effects of gamification on specific psychological experiences, such as the students' flow experience, which is a highly…
Descriptors: Gamification, Learning Management Systems, Game Based Learning, Student Experience
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James Russo; Toby Russo – Mathematics Teacher Education and Development, 2025
Mathematical games are widely used in primary school classrooms, yet the activities that are labelled as "games" vary considerably in their structure, cognitive demands, and potential to support student reasoning. This conceptual paper offers a typology that distinguishes between pseudo-games, superficial games, gamification, and…
Descriptors: Mathematics Education, Elementary School Mathematics, Gamification, Game Based Learning
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