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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
Jihoon Kim; Anna Karrin Lindqvist; Darla M. Castelli – Journal of American College Health, 2025
Emerging adulthood is a developmental stage influenced by the regularity of healthy behaviors. Gamification is the motivational strategy using virtual rewards and social comparison. This study aimed to explore the feasibility and proof of concept of utilizing digital badges, leaderboards, and quests as gamified learning in a health course. All…
Descriptors: Gamification, Student Motivation, Physical Activity Level, Eating Habits
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
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
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
Sheilla Indiaka; Waweru Mwangi; Jael Sanyanda – Journal of Learning for Development, 2025
Digital technology has increasingly transformed the landscape of science education, positioning gamification as a powerful pedagogical tool to enhance learner engagement and comprehension. This study investigated the application of digital gamification using Kahoot! to enhance comprehension of biology subject content among secondary school…
Descriptors: Educational Technology, Technology Uses in Education, Science Education, Biology
Chen, Mei-Fen; Chen, Yu-Chi; Zuo, Pei-Ying; Hou, Huei-Tse – Education and Information Technologies, 2023
Gamified learning is an instructional strategy that motivates students to learn, and the use of multiple representations assists learning by promoting students' thinking and advanced mathematical problem-solving skills. In particular, emergency distance learning caused by the COVID-19 pandemic may result in a lack of motivation and effectiveness…
Descriptors: Gamification, Educational Technology, COVID-19, Pandemics
Wei-Cheng Lee; Chiu-Lin Lai – International Journal of Science and Mathematics Education, 2024
Collaborative mathematical argumentation plays an important role in mathematics education. However, students often focus on the efficiency of solving problems and neglect the importance of expressing statements and reasoning in the collaborative argumentation process. Due to the weak knowledge changes in group argumentation, students' learning…
Descriptors: Mathematics Instruction, Persuasive Discourse, Gamification, Student Participation
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
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
Tatli, Zeynep; Gülay, Ahmet; Mert, Arzu – International Journal of Contemporary Educational Research, 2023
The aim of this study is to evaluate the effectiveness of foreign language teaching with gamification applications in primary school. In this research, embedded design, which is one of the mixed methods in which quantitative and qualitative methods are used together, has been adopted. The study group for this research is comprised of 33 students…
Descriptors: Student Attitudes, Elementary School Students, English (Second Language), Second Language Instruction
Bohne, Thomas; Heine, Ina; Mueller, Felix; Zuercher, Paul-David Joshua; Eger, Vera Maria – IEEE Transactions on Learning Technologies, 2023
Gamification approaches to learning use game-inspired design elements to improve learning. Given manifold design options to implement gamification in virtual environments, an important but underexplored research area is how the composition of gamification elements affects learning. To advance research in this area, we systematically identified key…
Descriptors: Gamification, Game Based Learning, Educational Technology, Program Effectiveness
Lutfi, Achmad; Aftinia, Fitria; Permani, Bintari Eka – Journal of Technology and Science Education, 2023
This study aims to obtain the game as a gamification in education that is appropriate to be used for hydrocarbon learning media based on the validity, practicality, and effectiveness of the game. The research method used is the research and development method, the study was conducted in East Java High School-Indonesia. Validity is obtained from…
Descriptors: Gamification, Educational Games, Science Education, Chemistry
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