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Nadi-Ravandi, Somayyeh; Batooli, Zahra – Education and Information Technologies, 2022
This study seeks scientometric, content and co-occurrence analysis of systematic review and Meta-analysis articles in the field of gamification in education. In terms of "purpose," this is an applied study and regarding "type," it is a scientometric and co-occurrence analysis. The researchers conducted a search in WoS, Scopus…
Descriptors: Game Based Learning, Electronic Learning, Student Motivation, Learner Engagement
Fazlida Dahalan; Norlidah Alias; Mohd Shahril Nizam Shaharom – Education and Information Technologies, 2024
Games have been used as a learning tool for centuries. Gamification and game-based learning are becoming more prominent in educational settings for several reasons. When it comes to learning, being focused and immersed can massively improve a student's experience. The purpose of this study is to map the emerging trends of gamification and…
Descriptors: Gamification, Game Based Learning, Vocational Education, Educational Research
Venkateswara Rao Tadiboyina; B. B. V. L. Deepak; Dhananjay Singh Bisht – Education and Information Technologies, 2024
Alphabet training of primary school students is an essential, but challenging activity. Alphabet knowledge is an important fundamental literacy skill which has been found to directly impact the future academic success of students. Game-based learning and the use of multimodal engagement activities have been found to be effective intervention…
Descriptors: Elementary School Students, Alphabets, Spelling Instruction, Educational Games
Dmitrii Pastushenkov; Olesia Pavlenko; Steven Clancy – Language Learning & Technology, 2025
In this article, we delve into the application of the online game-based learning and testing platform Kahoot! with second language (L2) learners of Russian and explore how this tool can enhance our students' experiences. Following a brief overview of digital game-based learning (DGBL) and previous research on L2 learning through Kahoot!, we…
Descriptors: Online Courses, Game Based Learning, Second Language Instruction, Russian
Almås, Håvard; Pinkow, Felix; Giaever, Fay – Smart Learning Environments, 2023
While the use of games for learning in higher education is well established, existing research provides limited understanding of individual experiences that shape engagement and learning in collaborative learning games. Insights into players' individual experiences can, however, contribute to a more nuanced utilization of learning games and to…
Descriptors: Game Based Learning, Learning Experience, College Students, Cooperative Learning
Meysam Muhammadpour; Abdorreza Tahriri; Seyyed Ayatollah Razmjoo; Jaleh Hassaskhah – Journal of Computer Assisted Learning, 2025
Background: Recent years have witnessed a surge of technology use and online learning environments, especially during the post-COVID era. The widespread use of technology has sparked a sudden transition from conventional face-to-face learning to online digital-based learning platforms, such as Adobe Connect. Although EFL teachers have implemented…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Language Attitudes
Gina L. Solano; Wen Wen – Excelsior: Leadership in Teaching and Learning, 2025
This action research documents how a teacher education program incorporates game-based learning to engage pre-service teachers (PSTs) in developing their instructional creativity. In this project, game-based learning goes beyond playing games; Instead, it allows PSTs to design their own game-a digital escape room created using a website with…
Descriptors: Game Based Learning, Preservice Teacher Education, Preservice Teachers, Web Sites
David Tomczyk; Atul Teckchandani – Management Teaching Review, 2025
Despite the many theories supporting experiential learning, there is little guidance on how to design effective experiential exercises. To address this gap, we adapt insights from gamification research to devise a step-by-step process that management instructors may use to design effective experiential exercises for use in face-to-face and virtual…
Descriptors: Experiential Learning, Gamification, In Person Learning, Electronic Learning
Nguyen Ngoc Dan; Le Thai Bao Thien Trung; Nguyen Thi Nga; Tang Minh Dung – Review of Education, 2025
Digital game-based learning (DGBL) has emerged as a significant research topic in recent times, particularly in the context of K-12 education. While numerous systematic literature reviews have focused on students as participants, there is a notable gap in reviews that concentrate on the educators who adopt DGBL in their classrooms. This study aims…
Descriptors: Game Based Learning, Elementary Secondary Education, Electronic Learning, Technology Uses in Education
Andrea Arnold – PRIMUS, 2024
Sonia Kovalevsky Days (SK Days) are nationally-held outreach events that are commonly organized by local chapters of the Association for Women in Mathematics (AWM) to encourage young women to continue their study of mathematics. The AWM Student Chapter at Worcester Polytechnic Institute hosted virtual renditions of SK Day for middle school girls…
Descriptors: Mathematics Education, Outreach Programs, Middle School Students, Females
Andrej Jerman Blažic; Borka Jerman Blažic – Education and Information Technologies, 2025
This paper presents a new developed methodology for teaching and learning subjects that although are very important in the modern digital society are neglected in high school education programs: cybersecurity and cyber safety. A Study among the EU high schools in 2021-2022 revealed that computer science teachers are not regularly upgrading their…
Descriptors: Computer Security, Technology Education, Computer Science Education, Electronic Learning
Rasoul Bakhtiari; Farhad Seraji; Mohammadreza Farrokhnia; Zahra Habibzadeh; Omid Noroozi – Educational Technology Research and Development, 2025
This systematic review, utilizing the PRISMA framework, analyzes 248 international and 143 Iranian articles to provide an overview of studies on games in education. It examines five key themes: common terminology, methodology, type of study, variables studied, and technologies used, presenting findings in the same order of priority.…
Descriptors: Foreign Countries, International Education, Game Based Learning, Comparative Education
Matic, Ljerka Jukic; Karavakou, Myrto; Grizioti, Marianthi – International Journal of Game-Based Learning, 2023
The literature reports that while digital educational games are used in the elementary classroom, they are rarely, if ever, used in the upper secondary mathematics classroom. In order to investigate this situation, a survey was conducted to determine what upper secondary school mathematics teachers think about digital games and what obstacles and…
Descriptors: Game Based Learning, Electronic Learning, Educational Games, Learner Engagement
Ching-Yi Chang; Hsiu-Ju Jen; Jie Chi Yang – Interactive Learning Environments, 2024
Nursing students participating in labor support training need to learn core clinical skills to assess the delivery process to reduce the risk and labor pain of pregnant women. We proposed an approach to integrate scenario game-based learning with the experiential learning strategy to facilitate nursing students' learning performance and six core…
Descriptors: Vignettes, Game Based Learning, Experiential Learning, Learning Strategies
Maria Valentina Toral Murillo; Melissa Fernandez Torres; Karen Itzel Mexicano Muro; Elvira Rodriguez Flores – Journal of Education and e-Learning Research, 2025
Innovations have been made to educational strategies in health sciences to increase intrinsic motivation in students which helps generate a significant and active learning in students with the help of methodologies, such as gamification, using escape rooms (ER) and the use of digital tools, such as the Sectra Table. The objective of this study is…
Descriptors: Foreign Countries, Medical Students, Nursing Students, Student Motivation

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