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Wei-Ang Dai; Wei Xu; Qian-Wen Xing – Educational Technology Research and Development, 2025
In educational settings, gamified learning integrates a variety of game elements to improve the learning experience, but a thorough analysis comparing different combinations of these elements is sparse. This meta-analysis consolidated data from 182 effect sizes across 37 randomized or quasi-randomized trials to assess the impact of gamified…
Descriptors: Gamification, Game Based Learning, Program Effectiveness, Design
Luis Angel Gil-Aciron – Interactive Learning Environments, 2024
So as to effectively personalize a game design and gamified experiences in a learning context, the psychological characteristics of the students must be inexorably considered. A rigorous search using scientific search engines was conducted in order to explore game user classification theories that can contribute to tailor game content. On the one…
Descriptors: Gamification, Personality Traits, Motivation, Educational Objectives
Stamatios Papadakis; Turgut Karakose – Educational Process: International Journal, 2025
Background/Purpose: This study explores the relationship between gamification and student achievement, and provides a brief overview of how gamification can be used more effectively to enhance student learning. The study also addresses the potential opportunities and limitations of using gamification in education. Practical implications: Research…
Descriptors: Gamification, Game Based Learning, Academic Achievement, Educational Environment
Justin B. Makemson – International Journal of Art & Design Education, 2024
Researchers define gamification as the phenomenon of creating "gameful experiences" and the use of "game mechanics" in non-gaming contexts (Deterding et al. 2011; Hamari et al. 2014). Gamification within education is the translation of design elements historically associated with gaming, e.g., embodiment, restructured…
Descriptors: Gamification, Peer Evaluation, Criticism, Evidence Based Practice
Hatice Sancar-Tokmak; Zerrin Dagli – Evaluation Review, 2025
Gamified Flipped Classrooms (GFC) are increasingly implemented in teaching and have become a trending research subject. Gamification and Flipped Classroom (FC) literature expresses a clear need for a theoretical foundation that positively affects motivation, behavioral change, and learning. However, this requires an overview of the current…
Descriptors: Educational Research, Gamification, Flipped Classroom, Academic Achievement
Serafeim A. Triantafyllou; Christos Georgiadis; Theodosios Sapounidis – International Review of Education, 2025
Gamification, when properly implemented in education and training, can increase the engagement and motivation of learners and inspire them to change aspects of their behaviour to support learning. Although the use of gamification in the learning process might have a positive impact, its potential to strengthen education and training has not yet…
Descriptors: Gamification, Educational Practices, Meta Analysis, Models
Thada Jantakoon; Thiti Jantakun; Kitsadaporn Jantakun – Asian Journal of Education and Training, 2024
This scientometric analysis and systematic review methodologies examine the integration of gamification into steam education from 2017 to 2023. We collected data from the Scopus database. The study employed content analysis to evaluate 34 articles published during the past 7 years. The aggregate magnitude and trajectory of publications. The study…
Descriptors: Literature Reviews, STEM Education, Content Analysis, Gamification
Fei Gao – TechTrends: Linking Research and Practice to Improve Learning, 2024
Gamification possesses a great potential to shape human behaviors and performance. However, the mixed results in gamification research suggest the need to develop a thorough understanding of the mechanistic underpinnings of gamification. Although self-determination theory (SDT) provides a solid theoretical framework to achieve such purposes, it…
Descriptors: Gamification, Self Determination, Psychological Needs, Experience
Liuyufeng Li; Khe Foon Hew; Jiahui Du – Educational Technology Research and Development, 2024
Although many studies in recent years have examined the use of gamification as a motivational strategy in education, evidence regarding its effects on intrinsic motivation is inconsistent. To make the case for or against the adoption of gamification in education, this study examines its effects on students' intrinsic motivation and the underlying…
Descriptors: Gamification, Student Motivation, Personal Autonomy, Competence
Chrizaan Grobbelaar; Liezel Alsemgeest – Adult Learning, 2026
Many individuals worldwide retire financially unprepared. The most evident factor for low retirement savings is due to a lack of retirement planning, especially from an early age. Financial literacy is a key element in navigating the current complex financial landscape, as it enables the individual to effectively manage personal finances and make…
Descriptors: Gamification, Teaching Methods, Retirement, Planning
Margarita Ortiz-Rojas; Katherine Chiluiza; Martin Valcke; Cindy Bolanos-Mendoza – International Journal of STEM Education, 2025
Background: The demand for professionals with expertise in Science, Technology, Engineering, and Mathematics (STEM) continues to grow. To meet this demand, universities are actively seeking strategies to engage more students in STEM disciplines and improve their learning outcomes. One promising approach is gamification, specifically using…
Descriptors: Higher Education, Gamification, STEM Education, Calculus
Natalija Bošnjakovic; Ivana Ðurdevic Babic – Technology, Knowledge and Learning, 2025
To improve and facilitate the acquisition of learning outcomes, teachers often use innovative teaching methods such as gamification to keep students' attention and increase their motivation. In recent years, the use of educational data mining (EDM) methods to explore academic topics has increased. With the expansion of EDM, a gap in the literature…
Descriptors: Data Collection, Gamification, Teaching Methods, Attention
Xinlei Sun; Maximilian Sailer – Review of Education, 2025
This study aims to illustrate the effects of gamified flipped classrooms (GFC) on students' behavioural, cognitive and affective outcomes in formal educational settings. Based on the PRISMA reporting guidelines, we systematically identified and screened articles from five databases: Web of Science, Scopus, Wiley Online Library, ProQuest and ERIC.…
Descriptors: Gamification, Flipped Classroom, Student Behavior, Outcomes of Education
Arief Ramadhan; Harco Leslie Hendric Spits Warnars; Fariza Hanis Abdul Razak – Education and Information Technologies, 2024
One of the Information and Communication Technology (ICT) developments used in the learning process is the Intelligent Tutoring System (ITS), and gamification can overcome boredom, lack of interest or motivation, and monotony when using the ITS. In this study, the application of ITS equipped with Gamification is called ITS + G. Currently, several…
Descriptors: Intelligent Tutoring Systems, Gamification, Educational Technology, STEM Education
Jiyuan Zeng; Daner Sun; Chee-Kit Looi; Andy Chun Wai Fan – British Journal of Educational Technology, 2024
Gamification, characterized by the integration of game design elements into non-game environments, has gained popularity in classrooms due to its potential for increased engagement and enjoyment compared to traditional lecture-based teaching methods. While students generally exhibit positive attitudes towards gamification, its impact on academic…
Descriptors: Gamification, Educational Games, Academic Achievement, Program Effectiveness

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