Publication Date
| In 2026 | 0 |
| Since 2025 | 2 |
| Since 2022 (last 5 years) | 5 |
| Since 2017 (last 10 years) | 5 |
| Since 2007 (last 20 years) | 5 |
Descriptor
| Creativity | 5 |
| Game Based Learning | 5 |
| Gamification | 5 |
| Educational Games | 2 |
| Educational Technology | 2 |
| Foreign Countries | 2 |
| Program Effectiveness | 2 |
| Technology Uses in Education | 2 |
| Achievement | 1 |
| Aesthetics | 1 |
| Affordances | 1 |
| More ▼ | |
Source
| Educational Technology &… | 1 |
| Innovations in Education and… | 1 |
| International Journal of… | 1 |
| Journal of Education and… | 1 |
| Learning Organization | 1 |
Author
| Alvis Misjuns | 1 |
| Amoozegar, Azadeh | 1 |
| Emmanouel Rovithis | 1 |
| Gheysari, Hamed | 1 |
| I-Cheng Lin | 1 |
| Ieva Gintere | 1 |
| Khodabandelou, Rouhollah | 1 |
| Kuo Chia Chung | 1 |
| Patthanan Bootchuy | 1 |
| Phanompatt Smitananda | 1 |
| Phantipa Amornrit | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 5 |
| Reports - Research | 4 |
| Information Analyses | 1 |
Education Level
| Higher Education | 2 |
| Postsecondary Education | 2 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
| NEO Five Factor Inventory | 1 |
| Remote Associates Test | 1 |
What Works Clearinghouse Rating
Xiaomei Li; Ruiyi Li – Innovations in Education and Teaching International, 2025
Nowadays, gamification has gained widespread acceptance in education. However, limited studies have focused on whether and how game-based learning impacts university students' creativity. This study aims to explore the relationship between university students' engagement in game-based learning and their creativity. By drawing upon flow theory…
Descriptors: Foreign Countries, Gamification, Game Based Learning, Creativity
I-Cheng Lin; Shu-Hsuan Chang; Pin-Chien Liu; Po-Jen Kuo; Kuo Chia Chung – Educational Technology & Society, 2024
Creativity has been proven to be a core competitiveness in the twenty-first century. Although many experimental studies have confirmed that game learning can improve creativity, some studies have contrary results. Currently, there are very few, and primarily incomplete, meta-analyses integrating experimental studies of educational gaming's impact…
Descriptors: Educational Games, Game Based Learning, Gamification, Creativity
Phantipa Amornrit; Patthanan Bootchuy; Phanompatt Smitananda – Journal of Education and Learning, 2025
The study aimed to examine the impact of a gamified distance learning system on enhancing digital creativity in distance education. The research involved 36 graduate students from Sukhothai Thammathirat Open University enrolled in the Public Administration Innovation course. Over a six-week experimental period, the learning system incorporated…
Descriptors: Foreign Countries, Gamification, Distance Education, Creativity
Khodabandelou, Rouhollah; Roghanian, Parastoo; Gheysari, Hamed; Amoozegar, Azadeh – Learning Organization, 2023
Purpose: Gamification appears to be one of the most important levers for improving performance and engagement in training programs. Moreover, gamification has been considered as critical to researchers in organizational learning. The main purpose of this study is to provide a general overview of gamification studies in the organizational context.…
Descriptors: Gamification, Organizational Learning, Affordances, Game Based Learning
Ieva Gintere; Emmanouel Rovithis; Ágnes Karolina Bakk; Alvis Misjuns – International Journal of Game-Based Learning, 2024
The study presents the authors' research for the purpose of designing ImGame, a virtual environment inviting users to playfully learn about the concept of immersion and its historical antecedents. The authors describe ImGame's current pre-production stage and examine the basic characteristics of the feeling of immersion. They intend to deepen the…
Descriptors: Computer Simulation, Creativity, Educational Technology, Interdisciplinary Approach

Peer reviewed
Direct link
