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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
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
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
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
Lara-Cabrera, Raul; Ortega, Fernando; Talavera, Edgar; Lopez-Fernandez, Daniel – IEEE Transactions on Education, 2023
Students' perception of excessive difficulty in STEM degrees lowers their motivation and, therefore, affects their performance. According to prior research, the use of gamification techniques promote engagement, motivation, and fun when learning. Badges, which are a distinction that is given as a reward to students, are a well-known gamification…
Descriptors: STEM Education, Rewards, Gamification, Technology Uses in Education
Yung-Hsiang Hu; Bo-Kai Liao; Chieh-Lun Hsieh – Interactive Learning Environments, 2024
It is known that teachers commonly utilize learning platforms equipped with Learning Analytics Dashboards (LAD) to support students in their Self-Regulated Learning (SRL) endeavors. However, students may struggle to effectively employ LAD due to a lack of sufficient metacognitive skills. Co-regulation of learning (CoRL) has been proven to…
Descriptors: Program Effectiveness, Gamification, Learning Analytics, Educational Technology
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
Waluyo, Budi; Tran, Hoang Minh – TEFLIN Journal: A publication on the teaching and learning of English, 2023
Gamified online quizzes have gained popularity for their potential in enhancing student learning motivations, creating engaging lessons, and improving learning outcomes. Yet, its application and effectiveness in support of student vocabulary learning have only been explored in synchronous learning setting. This study, hence, extended the…
Descriptors: Gamification, Educational Games, Educational Technology, Vocabulary Development
Pozo-Sánchez, Santiago; Lampropoulos, Georgios; López-Belmonte, Jesús – Journal of New Approaches in Educational Research, 2022
Gamification is a training model that encourages the inclusion of active methodologies into learning environments. The objective of this study is to analyze the effects of a gamified experience through virtual and face-to-face escape rooms as well as to determine the generated levels of fun, absorption, creative thinking, mastery, activation,…
Descriptors: Gamification, Educational Games, In Person Learning, Computer Simulation

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