Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 2 |
| Since 2017 (last 10 years) | 5 |
| Since 2007 (last 20 years) | 5 |
Descriptor
| Educational Games | 5 |
| Game Based Learning | 5 |
| Rewards | 5 |
| Learner Engagement | 3 |
| Feedback (Response) | 2 |
| Student Motivation | 2 |
| Affordances | 1 |
| Beginning Teachers | 1 |
| Competence | 1 |
| Competition | 1 |
| Computer Games | 1 |
| More ▼ | |
Source
| Education and Information… | 1 |
| International Journal of… | 1 |
| Journal of Chemical Education | 1 |
| Journal of Educational… | 1 |
| ProQuest LLC | 1 |
Author
Publication Type
| Journal Articles | 4 |
| Information Analyses | 2 |
| Reports - Research | 2 |
| Dissertations/Theses -… | 1 |
| Reports - Descriptive | 1 |
| Tests/Questionnaires | 1 |
Education Level
| Elementary Education | 1 |
| High Schools | 1 |
| Higher Education | 1 |
| Junior High Schools | 1 |
| Middle Schools | 1 |
| Postsecondary Education | 1 |
| Secondary Education | 1 |
Audience
Location
| Russia | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
da Silva Ju´nior, Jose´ Nunes; Castro, Guilherme de Lima; Melo Leite Junior, Antonio Jose´; Monteiro, Andre´ Jalles; Alexandre, Francisco Serra Oliveira – Journal of Chemical Education, 2022
We designed the current gamification strategy for an undergraduate introductory organic chemistry course to enhance the student engagement. We implemented it in two classes from the Pharmacy and Chemistry courses using several gaming elements: attendance, punctuality, game-based applications, board games, knowledge tournament, video classes, and…
Descriptors: Game Based Learning, Undergraduate Students, Introductory Courses, Organic Chemistry
Luo, Zhanni – Education and Information Technologies, 2022
Gamification refers to the use of game-design elements or mechanisms in non-game contexts to promote the expected behaviours. Though theoretically promising, empirical studies reported mixed results as to the effectiveness of gamification in educational practices. To understand this issue better, this author selected 44 articles on the topic of…
Descriptors: Game Based Learning, Program Effectiveness, Educational Games, Computer Games
Veryaeva, Kseniya; Solovyeva, Olga – International Journal of Distance Education Technologies, 2021
Gamification becomes an important and widely used instrument in online learning, and it affects users' experience. However, recent research on the interaction between a user and technology, in the online learning platform, tends to study gamification separately. This paper aims to overcome the research gap, exploring the relationships between user…
Descriptors: Game Based Learning, Educational Games, Electronic Learning, Affordances
O'Brien, Nicole – ProQuest LLC, 2021
Background: Although there is some reported success in using gamification to improving engagement, others have critiqued that these video game like strategies are a mere "repackaging" of established classroom strategies. Many experiments with gamification, however, have only focused on those features that emphasize extrinsic rewards…
Descriptors: Educational Games, Video Games, Game Based Learning, Elementary School Teachers
Shu, Liuyi; Liu, Min – Journal of Educational Multimedia and Hypermedia, 2019
Game-based learning is getting popular in both K-12 schools and colleges. Research is needed to understand how engagement can influence learning and what specific factors of game-based learning that affect learners. In this study, we reviewed a total of 20 empirical studies from refereed journals that examined student engagement in game-based…
Descriptors: Learner Engagement, Educational Games, Learning Processes, Outcomes of Education

Peer reviewed
Direct link
