Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 1 |
| Since 2007 (last 20 years) | 1 |
Descriptor
| Adult Students | 1 |
| College Students | 1 |
| Electronic Learning | 1 |
| Foreign Countries | 1 |
| Gamification | 1 |
| High School Students | 1 |
| Learner Engagement | 1 |
| Recognition (Achievement) | 1 |
| Student Motivation | 1 |
| Student Participation | 1 |
Source
| Smart Learning Environments | 1 |
Publication Type
| Journal Articles | 1 |
| Reports - Research | 1 |
| Tests/Questionnaires | 1 |
Education Level
| Adult Education | 1 |
| High Schools | 1 |
| Higher Education | 1 |
| Postsecondary Education | 1 |
| Secondary Education | 1 |
Audience
Location
| Malaysia | 1 |
| Sri Lanka | 1 |
| United States | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Chen Meng; Mengyuan Zhao; Zilong Pan; Qianqian Pan; Curtis J. Bonk – Smart Learning Environments, 2024
As online learning and teaching are becoming an educational trend, online students' engagement will directly impact the learning and teaching effects and outcomes. A scientific application of gamification in online learning, teaching, and online course design will improve online learners' learning experience and help build a better virtual…
Descriptors: Gamification, Electronic Learning, Learner Engagement, Student Motivation

Peer reviewed
Direct link
