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Ryan Hare; Ying Tang; Sarah Ferguson – IEEE Transactions on Education, 2024
Contribution: A general-purpose model for integrating an intelligent tutoring system within a serious game for use in higher education. Additionally, this article also offers discussions of proper serious game design informed by in-classroom observations and student responses. Background: Personalized learning in higher education has become a key…
Descriptors: Intelligent Tutoring Systems, Game Based Learning, Gamification, Student Attitudes
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
Borbála Bacsa-Károlyi; Máté Fridrich; Anikó Fehérvári – Journal of Digital Learning in Teacher Education, 2025
This research examines Hungarian pre-service teachers' attitudes toward gamified education (n = 29) and investigates the effects of a gamified course on these attitudes using a quasi-experimental research design. Employing a mixed-methods approach, the study gathers data through questionnaires, metaphor analysis, focus group interviews,…
Descriptors: Foreign Countries, Preservice Teacher Education, Preservice Teachers, Student Attitudes
Marina Martínez-Carmona; G. Enrique Ayuso Fernández; Manuel Fernández-Díaz; Francisco Serrano-García; Antonia Plaza Griñán – Biochemistry and Molecular Biology Education, 2025
Knowledge about genetics is essential to build a society capable of participating in socioscientific and ethical debates. However, this subject remains difficult for students, making it necessary to develop new educational strategies, such as gamification. Thus, two main objectives are established in this work: (a) to design and evaluate…
Descriptors: Genetics, Science Instruction, Gamification, Game Based Learning
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
Yi-Fan Wang; Mei-Hua Hsu; Max Yue-Feng Wang – Health Education Journal, 2025
Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims…
Descriptors: Vocabulary Development, Medical Education, Game Based Learning, Nursing Students
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
Mohsen Keshavarz; Leili Mosalanejad – International Journal of Learning Technology, 2025
Using educational games is one of the fun and effective teaching methods. The purpose of this research is to design and implement an educational gamification program in the form of blended learning models and also, evaluate it in students' learning environments and accept it from students' points of view in multi-trial groups. This research is…
Descriptors: Educational Games, Gamification, Blended Learning, Student Attitudes
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
Eryigit, Gülsen; Bektas, Fatih; Ali, Ubey; Dereli, Bihter – Computer Assisted Language Learning, 2023
Grammatical information, embedded at the word level, makes the acquisition of morphologically rich languages quite complex as well as the language exercise generation process for teachers. This study introduces a new gamification approach for complex morphology learning and aims to analyze the students' perceptions towards it. In this approach,…
Descriptors: Grammar, Morphology (Languages), Gamification, Student Attitudes
Melike Sule Yildiza; Yavuz Yaman – Journal of Learning and Teaching in Digital Age, 2024
The aim of this study is to investigate the effect of digital gamification-based instruction on the attitudes towards mathematics and anxiety of seventh-grade gifted students in the "Equation and Equation" unit. In this study, pretest-posttest unbalanced group experimental design was used. The study was conducted in the 2022-2023…
Descriptors: Gamification, Computer Games, Student Attitudes, Mathematics Anxiety
Serhat Güzel; Cevdet Yilmaz – JALT CALL Journal, 2025
Gamification has been studied in the context of English as a foreign language (EFL) teaching as an intriguing approach, and its impact on language skills and motivational states of learners has been an area of interest; however, further experimental and qualitative accounts on the matter are still required. Additionally, the construct of 'self' as…
Descriptors: Gamification, English (Second Language), Second Language Instruction, Program Effectiveness
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
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