Publication Date
| In 2026 | 0 |
| Since 2025 | 15 |
| Since 2022 (last 5 years) | 59 |
| Since 2017 (last 10 years) | 60 |
| Since 2007 (last 20 years) | 60 |
Descriptor
| Foreign Countries | 60 |
| Gamification | 60 |
| Teaching Methods | 60 |
| Electronic Learning | 15 |
| Student Attitudes | 15 |
| Technology Uses in Education | 15 |
| College Students | 13 |
| Educational Games | 13 |
| Educational Technology | 12 |
| Learner Engagement | 12 |
| English (Second Language) | 11 |
| More ▼ | |
Source
Author
Publication Type
Education Level
Audience
| Policymakers | 2 |
| Researchers | 2 |
| Students | 1 |
Location
| Spain | 8 |
| Brazil | 6 |
| Saudi Arabia | 5 |
| Turkey | 5 |
| Thailand | 4 |
| Indonesia | 3 |
| Malaysia | 3 |
| Philippines | 3 |
| Africa | 2 |
| Asia | 2 |
| Canada | 2 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Clément Desgourdes; Liliane Carmagnac; Caroline Rosaleen O'Neill – International Journal of Educational Management, 2025
Purpose: Interest in gamification as a relevant and innovative pedagogical tool has increased in recent years among academics and educators. While considerable literature has focused on the effectiveness of gamified learning, little is known about the motivations behind its adoption. By examining teachers' perspectives, which are often overlooked,…
Descriptors: Gamification, Teaching Methods, Foreign Countries, Adoption (Ideas)
Kingkarn Buranasinvattanakul – Journal of Education and Learning, 2024
The purposes of this research were to: 1) develop and determine the efficiency of instruction media in board games to enhance the capability in the Development of Thai Textbook and the happiness in learning for undergraduate students, 2) compare the undergraduate students' learning capability in the Development of Thai Textbook before and after…
Descriptors: Teaching Methods, Media Literacy, Foreign Countries, Textbooks
Yuyun Elizabeth Patras; Muhammad Japar; Yuli Rahmawati; Rais Hidayat – Educational Process: International Journal, 2025
Background/purpose: Globalization and the advancement of communication technology have increased diversity and complexity, including in education. Diversity is currently in classrooms. This situation adds a need for multicultural competence. Materials/methods: This research explains the creation of new products through learning models to develop…
Descriptors: Culturally Relevant Education, Teaching Methods, Indigenous Knowledge, Gamification
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
Ivanilse Calderon; Williamson Silva; Eduardo Feitosa – Informatics in Education, 2024
Teaching programming is a complex process requiring learning to develop different skills. To minimize the challenges faced in the classroom, instructors have been adopting active methodologies in teaching computer programming. This article presents a Systematic Mapping Study (SMS) to identify and categorize the types of methodologies that…
Descriptors: Foreign Countries, Undergraduate Study, Programming, Computer Science Education
David Ingham; Seema Jaisimha Terry; Lamia A. Khader – International Journal of Game-Based Learning, 2025
The teacher's role in student motivation, and the strategies they employ to enhance their learners desire to study, has long be seen as an essential component of learning in the second language English classroom. This study has sought to explore the motivational impact of the teachers' use of the game-based response system Kahoot within an English…
Descriptors: Foreign Countries, College Students, Second Language Learning, English (Second Language)
Lorena Latre-Navarro; Alejandro Quintas-Hijós; María José Sáez-Bondía – Journal of Science Education and Technology, 2025
According to self-determination theory, frustration of basic psychological needs (autonomy, competence, and relatedness) leads to ill-being and negatively affects the learning process. The present study aimed to analyze the effects of a gamified creativity-based teaching method of human anatomy on basic psychological needs frustration compared…
Descriptors: Anatomy, Human Body, Science Education, Gamification
José-Manuel Sáez-López; Rolando-Óscar Grimaldo-Santamaría; Mª-Pilar Quicios-García; Esteban Vázquez-Cano – Technology, Knowledge and Learning, 2024
Gamification is an educational methodology and tool that offers benefits through mechanics and dynamics. It brings motivating experiences and benefits to the instructional design approach. Several studies highlight that this methodology fosters contributions in commitment, fun, enthusiasm, motivation, satisfaction, and interaction in pedagogical…
Descriptors: Gamification, Teaching Methods, Elementary School Teachers, Foreign Countries
Ernesto Pacheco-Velazquez; Virginia Rodés Paragarino; Leonardo David Glasserman; Martina Carlos Arroyo – Journal of International Education in Business, 2024
Purpose: Higher education is undergoing a significant transformation, demanding a rethinking of instructional methods, the establishment of novel assessment frameworks and the incorporation of state-of-the-art technologies to advance the development of learning competencies. The use of simulations is an alternative that offers satisfactory results…
Descriptors: Foreign Countries, Higher Education, Teaching Methods, Independent Study
Assel Akhmetova; Zhanat Karmanova; Shnar Demissenova; Nurgul Sadvakassova; Kanat Koshkumbaev – Open Education Studies, 2024
The model for implementing pedagogical technologies to the develop cognitive processes of secondary education students is highly significant in the present era. The purpose of the study is to substantiate and practically test some pedagogical technologies used in the process of secondary education. To investigate this issue in more detail,…
Descriptors: Foreign Countries, Secondary Schools, Grade 7, History
Ernesto Colomo-Magaña; Alejandro Colomo-Magaña; Andrea Cívico-Ariza; Lauren Basgall – Journal of Technology and Science Education, 2024
Gamification involves making teaching processes fun with the intention of improving factors that affect learning, such as motivation. Although the focus is not on the game itself and the corresponding entertainment, its design and results provide an alternative for developing educational proposals that make students the protagonists and generate…
Descriptors: Preservice Teachers, Elementary School Teachers, Gamification, Teaching Methods
Hisako Kakai – Journal of Mixed Methods Research, 2024
This article aims to elevate the appreciation of Dr Michael D. Fetters's contributions to mixed methods pedagogy by highlighting his innovative teaching methods called the "mixed methods treasure hunt." Utilizing Vygotsky's sociocultural theory, this paper provides a detailed examination of how Fetters's legacy can be adapted and…
Descriptors: Foreign Countries, Mixed Methods Research, Culturally Relevant Education, Teaching Methods
Ludmila Walaszczyk; Sylvester Arnab – Electronic Journal of e-Learning, 2025
In the current educational environment, e-learning and online education have gained significant prominence, especially highlighted during the COVID-19 pandemic when their importance increased dramatically. Empirical evidence highlights the undeniable benefits of online learning, with learners globally appreciating the flexibility to access course…
Descriptors: Open Source Technology, Gamification, Usability, Electronic Learning
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
Arthur Dela Peña – Research in Learning Technology, 2025
Traditional teaching methods in Aircraft Maintenance Technology (AMT) often struggle to maintain student engagement, motivation, and knowledge retention. While gamification has been recognised as a potential solution, its application in AMT education remains underexplored, particularly in bridging theoretical knowledge with practical skill…
Descriptors: Foreign Countries, Aviation Mechanics, Gamification, Technology Uses in Education

Peer reviewed
Direct link
