NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 4 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
Dhanya Pramod – Journal of Applied Research in Higher Education, 2025
Purpose: The growth of the internet, access to technology and rapid digital transformations have paved the way for developing attack surfaces for individuals and organizations. There is a dire need to provide cybersecurity awareness most effectively. Gamification-based platforms have evolved to make cybersecurity education more engaging and…
Descriptors: Gamification, Computer Security, Information Security, Training
Peer reviewed Peer reviewed
Direct linkDirect link
Pattie P. Gonsalves; Salik Ansari; Clio Berry; Faith Gonsalves; Sonaksha Iyengar; Priyambada Kashyap; Dhriti Mittal; Sweta Pal; Eshita Razdan; Daniel Michelson – Health Education Journal, 2025
Background: Youth-focused co-design, involving active collaboration between researchers, designers, clinicians and end users, is essential for enhancing the acceptability, feasibility and effectiveness of digital mental health interventions (DMHIs). However, most literature on co-design comes from high-income countries and offers limited…
Descriptors: Cooperative Planning, Mental Health, Intervention, Design
Peer reviewed Peer reviewed
Direct linkDirect link
Wang, Yi-Hsuan – Journal of Educational Computing Research, 2023
The study aimed to examine the learning effects of integrating various game elements into game-based learning materials to enhance learning for learners of different age groups. Two sets of game-based music learning materials were designed. The version with full game characteristics was developed with a narrative story, diverse game behaviors, and…
Descriptors: Gamification, Game Based Learning, Music Education, Program Effectiveness