Publication Date
| In 2026 | 0 |
| Since 2025 | 9 |
| Since 2022 (last 5 years) | 13 |
| Since 2017 (last 10 years) | 13 |
| Since 2007 (last 20 years) | 13 |
Descriptor
| Gamification | 13 |
| Learner Engagement | 13 |
| Program Effectiveness | 13 |
| Student Attitudes | 6 |
| Student Motivation | 6 |
| Technology Uses in Education | 6 |
| Foreign Countries | 5 |
| English (Second Language) | 3 |
| Game Based Learning | 3 |
| Academic Achievement | 2 |
| College Students | 2 |
| More ▼ | |
Source
Author
| Adam Sales | 1 |
| Ashish Gurung | 1 |
| Atul Teckchandani | 1 |
| Barbara J. Hadley | 1 |
| Chu, Samuel Kai Wah | 1 |
| Craig Alexander | 1 |
| Daniel Paes | 1 |
| David Tomczyk | 1 |
| E. R. Langer | 1 |
| Eilidh Jack | 1 |
| Elinor M. Jones | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 12 |
| Reports - Research | 12 |
| Information Analyses | 1 |
| Reports - Descriptive | 1 |
Education Level
| Higher Education | 4 |
| Postsecondary Education | 4 |
| Elementary Education | 2 |
| Grade 6 | 1 |
| Intermediate Grades | 1 |
| Middle Schools | 1 |
| Secondary Education | 1 |
Audience
Location
| Australia | 1 |
| China | 1 |
| Taiwan | 1 |
| Thailand | 1 |
| United Kingdom (Glasgow) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Kirk Vanacore; Ashish Gurung; Adam Sales; Neil Heffernan – Society for Research on Educational Effectiveness, 2024
Background: Gaming the system -- attempting to progress through a learning activity without learning (R. Baker et al., 2008) -- is an enduring problem that reduces the efficacy of Computer Based Learning Platforms (CBLPs). Researchers made substantial progress in identifying instances when students are gaming the system (Baker et al., 2006; Dang…
Descriptors: Gamification, Program Effectiveness, Computer Assisted Instruction, Feedback (Response)
Eilidh Jack; Craig Alexander; Elinor M. Jones – Teaching Mathematics and Its Applications, 2025
In recent years, the integration of gamification into educational settings has garnered significant attention as a means to enhance student engagement and learning outcomes. By leveraging gamified elements such as points and leaderboards, educators aim to promote active participation, motivation and deeper understanding among students. This study…
Descriptors: Statistics Education, Gamification, Flipped Classroom, Learner Engagement
Jessica del Rocío Fernández-Velásquez; Oscar López-Regalado; Gisela Analy Fernández-Hurtado – Contemporary Educational Technology, 2025
The systematic review explores the integration of gamification with the flipped classroom in basic education, combining game mechanics with flipped teaching methods to improve student engagement and motivation, and examines the evolution of scientific production between 2022 and 2024, using the preferred reporting items for systematic reviews and…
Descriptors: Gamification, Educational Technology, Flipped Classroom, Program Effectiveness
Yung-Ming Cheng – Interactive Technology and Smart Education, 2024
Purpose: The purpose of this study is to propose a research model based on the stimulus-organism-response (S-O-R) model to explore whether gamification and personalization as environmental stimuli to learners' learning engagement (LE) can affect their learning persistence (LP) in massive open online courses (MOOCs) and, in turn, their learning…
Descriptors: MOOCs, Gamification, Learner Engagement, Academic Persistence
Melissa Ozlem Grab – Shanlax International Journal of Education, 2025
Within the world of university education, gamification, being the amalgamation of game to non gaming contexts, has gained attentions as an innovative teaching strategy particularly in the English as a second language (ESL) teaching. Deciding to use this mixed methods study to investigate the effect of gamification on student motivation and…
Descriptors: Gamification, English (Second Language), Second Language Instruction, College Students
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
Guo-lin Wang; Goodarz Shakibaei; Fidel Çakmak – British Educational Research Journal, 2025
Language learning practices have transformed significantly due to the advent of digital technologies like artificial intelligence (AI) tools and gamified mobile applications. This study explored the effects of gamified mobile language learning (GMLL) and AI-assisted language learning (AIALL) on academic integrity, creative trait motivation and…
Descriptors: Gamification, Second Language Learning, English (Second Language), Males
Tatchakrit Matyakhan; Treenuch Chaowanakritsanakul; Joey Andrew Lucido Santos – LEARN Journal: Language Education and Acquisition Research Network, 2024
Gamification is one of the innovative teaching approaches implemented in English classrooms nowadays. However, using gamification to enhance reading engagement and reading comprehension in language classrooms at the university level has not been much explored. This present study investigated gamification's effects on enhancing reading engagement,…
Descriptors: Foreign Countries, Gamification, Reading Instruction, Reading Comprehension
Yi Wen Lo – Journal of Baltic Science Education, 2025
Primary school students of the digital generation often struggle to maintain motivation and engagement, especially under static and non-interactive teaching strategies, underscoring the need for more effective educational approaches. This quasi-experimental study examined whether integrating a gamified interactive response system, Blooket, into a…
Descriptors: Elementary School Science, Science Education, Gamification, Grade 6
Barbara J. Hadley; Nicole B. Reinke; Helen M. Massa; Mary Kynn; Mary-Ann Shuker; Kim Cartwright; Yuri Banens; Jennifer C. Wilson – Journal of Educational Technology Systems, 2025
Biochemistry lab classes help students connect theory to real-world applications and develop practical, collaborative, and higher-order thinking skills. However, many students are unprepared, spending class time on protocols and equipment instead of higher-order learning. To improve preparation, digital gamified modules were created to replace…
Descriptors: Biochemistry, Gamification, Technology Uses in Education, Electronic Learning
Qiao, Shen; Yeung, Susanna Siu-sze; Zainuddin, Zamzami; Ng, Davy Tsz Kit; Chu, Samuel Kai Wah – British Journal of Educational Technology, 2023
Gamification is typically implemented digitally. However, digital gamification is not always possible because of limited resources and logistical problems. It is thus necessary to explore low-threshold gamification methods that can be easily adopted in classrooms. One such method is non-digital gamification using physical game design elements.…
Descriptors: Gamification, Academic Achievement, Cognitive Processes, Learner Engagement
Tianqi Huang; Zhenan Feng; Daniel Paes; Fei Ying; Xilei Zhao; Max Kinateder; E. R. Langer; Ruggiero Lovreglio – Journal of Computer Assisted Learning, 2025
Background: Wildfires have become increasingly frequent and destructive, highlighting the need for more effective public education on safety and preparedness. Gamification, the use of game design elements in non-game contexts, offers a promising strategy to enhance learner engagement and educational effectiveness compared to traditional methods.…
Descriptors: Natural Disasters, Fire Protection, Safety Education, Gamification
Liu Yihan; Tran Van Cuong; Tun Zaw Oo; Norbert Szabo; Krisztian Jozsa – Educational Process: International Journal, 2025
Background/purpose: This study examined the adaptation and user experience of the Chinese version of the Hungarian music teaching software Music Island, addressing the need for localized digital tools to support elementary music education in China. The objective was to assess its user experience for both teachers and young learners within the…
Descriptors: Foreign Countries, Music Education, Computer Software, Technology Uses in Education

Peer reviewed
Direct link
