Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 4 |
| Since 2017 (last 10 years) | 4 |
| Since 2007 (last 20 years) | 4 |
Descriptor
| Electronic Learning | 4 |
| Gamification | 4 |
| Psychological Patterns | 4 |
| Student Attitudes | 3 |
| Cooperative Learning | 2 |
| Gender Differences | 2 |
| Learning Processes | 2 |
| Online Courses | 2 |
| Science Education | 2 |
| Teaching Methods | 2 |
| Academic Achievement | 1 |
| More ▼ | |
Source
| Association for the… | 1 |
| Education and Information… | 1 |
| Research in Science Education | 1 |
| TechTrends: Linking Research… | 1 |
Author
| An, Yunjo | 1 |
| Franz X. Bogner | 1 |
| Javier Perez-Aranda | 1 |
| Juliane Fleissner-Martin | 1 |
| Jürgen Paul | 1 |
| Ricardo Urrestarazu-Capellán | 1 |
| Samuel Medina-Claros | 1 |
| Theo Bastiaens, Editor | 1 |
Publication Type
| Journal Articles | 3 |
| Reports - Research | 3 |
| Collected Works - Proceedings | 1 |
Education Level
| Higher Education | 3 |
| Postsecondary Education | 3 |
| Adult Education | 1 |
| Elementary Secondary Education | 1 |
| Junior High Schools | 1 |
| Middle Schools | 1 |
| Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
An, Yunjo – TechTrends: Linking Research and Practice to Improve Learning, 2023
Despite the growing body of studies on gamification, there is a paucity of research investigating the specific emotional outcomes of gamified experiences. Most gamification studies have focused primarily on positive emotions such as enjoyment. In addition, most gamification studies in educational contexts have been conducted with undergraduate…
Descriptors: Gamification, Doctoral Students, Student Attitudes, Psychological Patterns
Juliane Fleissner-Martin; Jürgen Paul; Franz X. Bogner – Research in Science Education, 2025
This study analyses the coherent integration of creativity into science education modules for eighth-grade students to enhance competence development. The learning modules' content covered a basic ecological unit about forests, applied as digital or analog lesson. By utilizing the creativity subscales 'Act' and 'Flow' its analysis resulted in a…
Descriptors: Creativity, Science Education, Middle School Students, Cognitive Development
Javier Perez-Aranda; Samuel Medina-Claros; Ricardo Urrestarazu-Capellán – Education and Information Technologies, 2024
This study examines the influence of students' individual attitude and social interactions on participation in collaborative and gamified online learning activities, as well as the influence of participating in those activities on students' online class- and test-related emotions. Based on a sample of 301 first year Economics and Law university…
Descriptors: Outcomes of Education, Cooperative Learning, Gamification, Electronic Learning
Theo Bastiaens, Editor – Association for the Advancement of Computing in Education, 2024
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in Brussels,…
Descriptors: Educational Technology, Foreign Countries, Elementary Secondary Education, Electronic Learning

Peer reviewed
Direct link
