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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
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
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
Haruna, Hussein; Zainuddin, Zamzami; Okoye, Kingsley; Mellecker, Robin R.; Hu, Xiao; Chu, Samuel Kai Wah; Hosseini, Samira – Interactive Learning Environments, 2023
This study evaluates the effect of game mechanics by employing serious games and gamification for improving learning outcomes. This is done by considering the performances of the students in terms of the test scores. In the quasi-experimental set-up, which consists of 108 students in their intact three classes attended a series of lessons on…
Descriptors: Gamification, Game Based Learning, Sex Education, Sexuality
Panyajamorn, Titie; Suanmali, Suthathip; Kohda, Youji – Journal of Educators Online, 2022
This study investigates the effectiveness and knowledge retention of elearning models that could solve education problems in rural areas by considering two different examples: massive online open courses (MOOCs) and gamification hybrid learning. The study also proposes suitable and effective features that could influence student abilities in the…
Descriptors: Foreign Countries, MOOCs, Public Schools, Program Effectiveness
Saida Affouneh Ed; Soheil Salha Ed; Ahmed Tlili Ed; Sameer Abu-Eisheh Ed – Lecture Notes in Educational Technology, 2023
This book offers authors' practices, initiatives, and experiences in sustaining their education during the pandemic from different countries, contexts, and political situations. It provides a future prediction for the education system in the world due to the transformation that happened in the post-COVID-19 era. Each chapter of the book is…
Descriptors: COVID-19, Pandemics, Cultural Differences, Electronic Learning

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