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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
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
Borbála Bacsa-Károlyi; Máté Fridrich; Anikó Fehérvári – Journal of Digital Learning in Teacher Education, 2025
This research examines Hungarian pre-service teachers' attitudes toward gamified education (n = 29) and investigates the effects of a gamified course on these attitudes using a quasi-experimental research design. Employing a mixed-methods approach, the study gathers data through questionnaires, metaphor analysis, focus group interviews,…
Descriptors: Foreign Countries, Preservice Teacher Education, Preservice Teachers, Student Attitudes
Marina Martínez-Carmona; G. Enrique Ayuso Fernández; Manuel Fernández-Díaz; Francisco Serrano-García; Antonia Plaza Griñán – Biochemistry and Molecular Biology Education, 2025
Knowledge about genetics is essential to build a society capable of participating in socioscientific and ethical debates. However, this subject remains difficult for students, making it necessary to develop new educational strategies, such as gamification. Thus, two main objectives are established in this work: (a) to design and evaluate…
Descriptors: Genetics, Science Instruction, Gamification, Game Based Learning
Leslie Worrell – HAPS Educator, 2025
Anatomy and physiology (A&P) often present significant challenges to nursing students, contributing to early academic attrition. To address this, a series of voluntary study sessions was implemented at a nursing-focused institution, combining student-led discussions with "Kahoot!"® -based gamified review. Over a four-year period,…
Descriptors: Gamification, Anatomy, Physiology, Nursing Education
Lorena Latre-Navarro; Alejandro Quintas-Hijós; María-José Sáez-Bondía – Anatomical Sciences Education, 2024
According to self-determination theory, the need for competence, autonomy, and relatedness has been associated with intrinsic motivation. Fulfilling basic psychological needs can lead to better learning, academic performance, and well-being. In this study, an anatomy program integrated gamification and drawing methods to explore their influence on…
Descriptors: Anatomy, Gamification, Freehand Drawing, Student Needs
Kirk Vanacore; Ashish Gurung; Adam Sales; Neil Heffernan – Society for Research on Educational Effectiveness, 2024
Background: Gaming the system -- attempting to progress through a learning activity without learning (R. Baker et al., 2008) -- is an enduring problem that reduces the efficacy of Computer Based Learning Platforms (CBLPs). Researchers made substantial progress in identifying instances when students are gaming the system (Baker et al., 2006; Dang…
Descriptors: Gamification, Program Effectiveness, Computer Assisted Instruction, Feedback (Response)
David Hayes; Jennifer E. Symonds; Todd A. Harwell – Journal of Research on Technology in Education, 2023
To effectively address pollution and its negative effects, educational interventions that incorporate immersive learning environments (ILEs) or gamification have been developed by scholars, educators, and healthcare professionals for use with children and young people. The aim was to scope this body of knowledge to provide evidence on (i) the…
Descriptors: Pollution, Environmental Education, Literature Reviews, Educational Environment
Eilidh Jack; Craig Alexander; Elinor M. Jones – Teaching Mathematics and Its Applications, 2025
In recent years, the integration of gamification into educational settings has garnered significant attention as a means to enhance student engagement and learning outcomes. By leveraging gamified elements such as points and leaderboards, educators aim to promote active participation, motivation and deeper understanding among students. This study…
Descriptors: Statistics Education, Gamification, Flipped Classroom, Learner Engagement
Jessica del Rocío Fernández-Velásquez; Oscar López-Regalado; Gisela Analy Fernández-Hurtado – Contemporary Educational Technology, 2025
The systematic review explores the integration of gamification with the flipped classroom in basic education, combining game mechanics with flipped teaching methods to improve student engagement and motivation, and examines the evolution of scientific production between 2022 and 2024, using the preferred reporting items for systematic reviews and…
Descriptors: Gamification, Educational Technology, Flipped Classroom, Program Effectiveness
Sotiroula Theodosi; Iolie Nicolaidou – Education and Information Technologies, 2025
The preventability of skin cancer stresses the need for primary prevention interventions early in life to help children realize how dangerous ultraviolet radiation (UVR) exposure can be. Internet of Things (IoT) devices can be used to measure UVR intensity in real-time to help children visualize it and understand the need for sun protection from…
Descriptors: Cancer, Prevention, Health Promotion, Health Behavior
Lihui Sun; Junjie Liu – Journal of Educational Computing Research, 2024
Computational thinking (CT), as a new future-oriented literacy, has gained attention at the basic education level. Graphical programming is the common way to develop CT in primary students, but this drag-and-drop programming may weaken students' understanding of programming's abstract concepts and code logic. Text-based programming approaches can…
Descriptors: Thinking Skills, Computation, Programming, Gamification
Yung-Ming Cheng – Interactive Technology and Smart Education, 2024
Purpose: The purpose of this study is to propose a research model based on the stimulus-organism-response (S-O-R) model to explore whether gamification and personalization as environmental stimuli to learners' learning engagement (LE) can affect their learning persistence (LP) in massive open online courses (MOOCs) and, in turn, their learning…
Descriptors: MOOCs, Gamification, Learner Engagement, Academic Persistence
Yi-Fan Wang; Mei-Hua Hsu; Max Yue-Feng Wang – Health Education Journal, 2025
Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims…
Descriptors: Vocabulary Development, Medical Education, Game Based Learning, Nursing Students
Jihoon Kim; Anna Karrin Lindqvist; Darla M. Castelli – Journal of American College Health, 2025
Emerging adulthood is a developmental stage influenced by the regularity of healthy behaviors. Gamification is the motivational strategy using virtual rewards and social comparison. This study aimed to explore the feasibility and proof of concept of utilizing digital badges, leaderboards, and quests as gamified learning in a health course. All…
Descriptors: Gamification, Student Motivation, Physical Activity Level, Eating Habits

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