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Fei Gao – TechTrends: Linking Research and Practice to Improve Learning, 2024
Gamification possesses a great potential to shape human behaviors and performance. However, the mixed results in gamification research suggest the need to develop a thorough understanding of the mechanistic underpinnings of gamification. Although self-determination theory (SDT) provides a solid theoretical framework to achieve such purposes, it…
Descriptors: Gamification, Self Determination, Psychological Needs, Experience
Shannon Kispert – HAPS Educator, 2025
This paper explores the implementation of gamification in higher education, specifically within the anatomy and physiology classroom. By leveraging desirable game elements, such as rapid feedback, a low-stakes environment, and collaborative learning, educators may enhance student engagement, persistence, and overall learning experiences. I will…
Descriptors: Gamification, Higher Education, Anatomy, Physiology
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
John P. Rech; Jena Cottam; Anthony DeAnda; Charlize Lichlyter; Mya Maxwell – Strategies: A Journal for Physical and Sport Educators, 2025
Gamification is a commonly used strategy in physical education (PE) to enhance students' learning experiences. The gamification of digital or video games is used to increase the relevance of PE teachings and physical activity in general. This article describes Kingdom Ball, a gamification of elements from the popular online game, Clash of Clans®.…
Descriptors: Gamification, Physical Education, Educational Technology, Video Games
Kat A. Sanders; Adam M. Taylor – Anatomical Sciences Education, 2025
The language of anatomy, with its roots in Ancient Greek and Roman languages, is complex and unfamiliar to many. Its complexity creates a significant barrier to public knowledge and understanding of anatomy--many members of the public find themselves asking "what does it mean?", and this can manifest as poor health literacy and outcomes.…
Descriptors: Anatomy, Language Usage, Science Education, Public Education
Toby Russo; James Russo – Australian Primary Mathematics Classroom, 2024
Mathematical games can be used to engage learners, promote fluency and deepen conceptual understanding. When considering the level of engagement of students, sometimes a small change can have a large impact. Something as simple as switching dice for cards in a game and, importantly, introducing a 'non-replacement' mechanism to the gameplay, can…
Descriptors: Foreign Countries, Mathematics Instruction, Educational Games, Gamification
Ilkem Ozdinc; Gaye Defne Ceyhan – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2024
Gamified-integrated STEM is a technique that combines integrated STEM stages with gamification elements and can engage individuals in climate change communication. This paper presents a gamified-integrated STEM activity focused on global climate change. The activity includes gamified-integrated STEM instructional stages implemented in 6 lesson…
Descriptors: Gamification, STEM Education, Learning Activities, Climate
Jonathan D. Watkins; Andrew M. Gatza; Michelle E. Harris – Mathematics Teacher: Learning and Teaching PK-12, 2024
Educational escape rooms (ER) are an instructional activity designed to incorporate many elements of recreational ERs, which have become popular in recent years. There are many reasons to consider incorporating educational ERs into K-12 math instruction or after-school programs/camps. First, they are highly motivating for students because they…
Descriptors: Gamification, Mathematics Instruction, Elementary Secondary Education, Teamwork
Singh, Kasandra – Phi Delta Kappan, 2023
Former elementary school teacher Kasandra Singh shares how she used gamification to encourage her 5th-grade students to drive their own learning. Students were initially divided into groups based on their demonstrated ability to get their work done. Those in Level 1 were given direct instruction, those in Level 2 worked together to complete…
Descriptors: Gamification, Classroom Techniques, Grade 5, Elementary School Students
Shahzeb Khan; Varshaa Srivel; Michael Wong – Teaching & Learning Inquiry, 2025
Learning management systems (LMS) are essential components of courses, yet student engagement on these platforms remains a significant challenge. Traditionally, grades have been used to incentivize student engagement, but this approach comes with drawbacks. In this paper, we explored an alternative form of incentivization, gamification, that has…
Descriptors: Learner Engagement, Learning Management Systems, Gamification, Asynchronous Communication
Fabian Arlt; Hans-Jürgen Arlt – SpringerBriefs in Education, 2023
This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online…
Descriptors: Gamification, Video Games, Computer Games, Artificial Intelligence
David Faitelson; Shai Gul; Michal Arieli – PRIMUS, 2024
Exercise is essential for mastering mathematics, but it faces two major hurdles. First, students are often not motivated to do their homework. Second, checking traditional homework is a manual and labor-intensive process that becomes harder to support as the number of students increases. We argue that computer games could alleviate both problems.…
Descriptors: Mathematics Instruction, College Mathematics, Homework, Computer Games
Di Iorio, Jacopo; Vantini, Simone – Journal of Statistics and Data Science Education, 2021
In this article, we discuss our attempt to teach applied statistics techniques typically taught in advanced courses, such as clustering and principal component analysis, to a non-mathematical educated audience. Considering the negative attitude and inclination toward mathematical disciplines of our students we introduce them to our topics using…
Descriptors: Multivariate Analysis, Gamification, Statistics Education, Video Games
Emmanuel Dumbuya – Online Submission, 2025
The exponential growth of online learning has catalyzed significant pedagogical innovations and transformed the educational landscape. This paper explores the emerging trends in online learning, including the shift towards blended learning, the rise of personalized learning, and the integration of technology-enhanced pedagogical practices. The…
Descriptors: Educational Trends, Electronic Learning, Educational Innovation, Teaching Methods
Noreen Naseem Rodríguez; Katy Swalwell – Eye on Education, 2025
Giving young people opportunities to grapple with injustices and complex social problems can inspire them to build a better world. In this bestselling book, two experienced social studies educators lay out their vision for an elementary social studies education that will help young people find value in learning about the world as they consider how…
Descriptors: Social Studies, Elementary School Teachers, Elementary School Curriculum, Social Problems

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