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Showing 1 to 15 of 17 results Save | Export
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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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José Nunes da Silva Júnior; Maria do Socorro Caldas Teotônio; Maria Elenir Nobre Pinho Ribeiro; Jeanny da Silva Maciel; Alda Karine Medeiros Holanda; Francisca Gleyciara Cavalcante Pinheiro; Maria Clara de Oliveira Alexandre; David Salviano de Oliveira; Antonio Jose´ Melo Leite Junior – Journal of Chemical Education, 2025
This article describes the design, implementation, and evaluation of the gamification of laboratory activities in a General Chemistry course at the Federal University of Ceará in Brazil. In the gamified laboratory, seven experiments traditionally performed in the course were transformed into ten missions, incorporating game elements such as…
Descriptors: Gamification, Science Laboratories, Chemistry, Science Experiments
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Claudia Mattar; Soraia Oueida; Pauly Awad; Gheorghe Militaru; Hiba El Baalbaki – International Journal of Game-Based Learning, 2025
Leveraging gamification's potential in transforming the learning experience, this paper focuses on the application of technology in education to boost student learning and improve the education sector. A case study is presented where learning outcomes in two different environments are compared: traditional and gamified learning. The case study…
Descriptors: Gamification, Technology Uses in Education, Game Based Learning, Artificial Intelligence
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Melissa Ozlem Grab – Shanlax International Journal of Education, 2025
Within the world of university education, gamification, being the amalgamation of game to non gaming contexts, has gained attentions as an innovative teaching strategy particularly in the English as a second language (ESL) teaching. Deciding to use this mixed methods study to investigate the effect of gamification on student motivation and…
Descriptors: Gamification, English (Second Language), Second Language Instruction, College Students
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G. Ramesh; Al-Maskari Azzah; Mohammed Said Al-Mughairi Habiba; Santos Mary Pauline – Learning and Teaching in Higher Education: Gulf Perspectives, 2025
Purpose: The purpose of this research was to examine the impact of gamification on students' engagement and to understand their perceptions of gamification as a teaching and learning style. Design/methodology/approach: The participants in this research were students who had studied the principles of accounting courses at University of Technology…
Descriptors: Foreign Countries, Gamification, Learner Engagement, Accounting
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Cynthia Pinheiro Santiago; Antonio Rodrigo dos Santos Silva; José Wally Mendonça Menezes; Francisco José Alves de Aquino – Informatics in Education, 2025
The introductory programming disciplines, which include the teaching of algorithms and computational logic, have high failure and dropout rates. Developing Computational Thinking in students can contribute to learning programming fundamentals by building algorithmic and problem-solving skills. However, keeping students engaged in training such…
Descriptors: Gamification, Self Determination, Computation, Thinking Skills
Kari Johnson Cook – ProQuest LLC, 2022
Gamification and game-based learning have been used in the educational setting as an active learning strategy to increase student engagement. This study investigated the extent of the effect of gamification and game-based learning on student engagement of online Allied Health students in the Cultural and Ethical Influences course at Northwestern…
Descriptors: College Students, Gamification, Learner Engagement, Student Attitudes
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Mora-Gonzalez, Jose; Navarro-Mateos, Carmen; Isaac J. Pérez-López – Journal of Teaching in Physical Education, 2023
Purpose: To examine the effects of a 14-week gamification-based physical education teaching program on fitness in college students. Method: A convenience sample of 112 college students (21.22 ± 2.55 years) was distributed among a gamification-based group or a control group (i.e., traditional teaching). College students from the gamification group…
Descriptors: Films, Gamification, Physical Fitness, Health Promotion
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Kratochvíl, Tomáš; Vaculík, Martin; Procházka, Jakub; Hamari, Juho – International Journal of Game-Based Learning, 2022
Gamification is increasingly applied in contexts where personal performance is of importance. However, the psychological nature of their relation has not been thoroughly examined. The authors investigated how achievement-based gamification impacts attitudinal engagement and performance across 6 university courses. The authors created challenges…
Descriptors: Foreign Countries, College Students, Psychology, Political Science
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Ewa Jurczyk-Romanowska – European Journal of Education (EJED), 2024
The paper presents conclusions from research into the opportunities to employ games in university education and it constitutes a description of a number of projects carried out at the Institute of Pedagogy at the University of Wroclaw. The project encompassed: (1) the use of location-based games in cultural education classes (Kulturalny Wroclaw…
Descriptors: Game Based Learning, College Students, Foreign Countries, Teaching Methods
DeMers, Michael N. – Geography Teacher, 2023
Recent emergency online learning, forced upon students around the globe as a result of COVID-19, has exposed many challenges to both learner and instructor in the online learning environment (Schultz and DeMers 2020). Among these numerous challenges is that of insufficient time management skills and learner motivation (Rouse 2013). While young…
Descriptors: Game Based Learning, Gamification, Student Motivation, Learner Engagement
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José Alexis Alonso-Sánchez; Juan L. Núñez Alonso; Elisa Santana-Monagas – TechTrends: Linking Research and Practice to Improve Learning, 2025
Teachers are generally focused on optimizing the teaching-learning process and fostering high levels of student engagement, participation, and motivation. To address this challenge, this work presents a gamification experience implemented to teach content related to family involvement and educational programs in two courses--one at master's degree…
Descriptors: Gamification, Masters Programs, Undergraduate Study, College Students
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Cuong Huy Pham; Duyen Nguyen Thien Ngo – TESOL in Context, 2025
As adult learners may encounter various challenges and constraints in continued education, it is important to maintain their engagement and resilience in their academic pursuit. This article explores the role of gamification in fostering inclusivity for Vietnamese adult learners undertaking a second degree program in English linguistics. Drawing…
Descriptors: Foreign Countries, Gamification, Game Based Learning, Inclusion
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Núñez-Pacheco, Rosa; Espinoza-Montoya, Claudia; Yucra-Quispe, Liz-Marjorie; Turpo-Gebera, Osbaldo; Aguaded, Ignacio – Journal of Technology and Science Education, 2023
Video games have become an important element of contemporary life. The need to use them in the field of education has given rise to the appearance of serious video games, which have been specially designed to achieve objectives at different educational levels and generate spaces for educational innovation. The purpose of this work is to…
Descriptors: Video Games, Game Based Learning, Engineering Education, Student Attitudes
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Musyaffi, Ayatulloh Michael; Sulistyowati, Wiwit Apit; Wolor, Christian Wiradendi; Sasmi, Aji Ahmadi – European Journal of Educational Research, 2022
Online learning is an obligation in teaching and learning activities during the Coronavirus disease (COVID-19). Game-based learning is a solution in improving student learning outcomes. This research aims to determine the level of acceptance of gamification in terms of Gamification quality (GQ), instructor characteristic (IC), and technology…
Descriptors: Game Based Learning, Gamification, Sustainability, Usability
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