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Mohd Hazim Afiq Kalana; Syahrul Nizam Junaini – Journal of Education and Learning (EduLearn), 2025
Technological advancements have popularized "gamification" in recent years, yet few studies have explored its connection to the technology acceptance model (TAM). This paper aims to enhance understanding of the relationship between gamification and TAM by systematically reviewing current research trends. Employing a systematic literature…
Descriptors: Gamification, Technology Integration, Research, Research Methodology
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Sotiroula Theodosi; Iolie Nicolaidou – Education and Information Technologies, 2025
The preventability of skin cancer stresses the need for primary prevention interventions early in life to help children realize how dangerous ultraviolet radiation (UVR) exposure can be. Internet of Things (IoT) devices can be used to measure UVR intensity in real-time to help children visualize it and understand the need for sun protection from…
Descriptors: Cancer, Prevention, Health Promotion, Health Behavior
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Lihui Sun; Junjie Liu – Journal of Educational Computing Research, 2024
Computational thinking (CT), as a new future-oriented literacy, has gained attention at the basic education level. Graphical programming is the common way to develop CT in primary students, but this drag-and-drop programming may weaken students' understanding of programming's abstract concepts and code logic. Text-based programming approaches can…
Descriptors: Thinking Skills, Computation, Programming, Gamification
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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
Doyle, Anesa – ProQuest LLC, 2023
Climate change is a defining challenge that is impacting the globe, associated with harsher weather, increasing temperatures, and increased landfills. The problem addressed in this dissertation research study is understanding how to engage individuals to adopt environmental attitudes. Environmental education is known to support…
Descriptors: Climate, Conservation (Environment), Attitudes, Training
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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
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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
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Mohanty, Sattwik; Christopher, B. Prabu – Learning Organization, 2023
Purpose: This paper aims to examine how gamification components affect training outcomes through intrinsic or extrinsic motivation (IM and EM), drawing on the self-determination motivation theory. Design/methodology/approach: In this study, survey method has been used to analyse the hypotheses and objective of the research. A total of 260 surveys…
Descriptors: Gamification, Training, Motivation, Incentives
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Phantipa Amornrit; Patthanan Bootchuy; Phanompatt Smitananda – Journal of Education and Learning, 2025
The study aimed to examine the impact of a gamified distance learning system on enhancing digital creativity in distance education. The research involved 36 graduate students from Sukhothai Thammathirat Open University enrolled in the Public Administration Innovation course. Over a six-week experimental period, the learning system incorporated…
Descriptors: Foreign Countries, Gamification, Distance Education, Creativity
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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
Rossley, Amanda Crim – ProQuest LLC, 2023
Registered nurses (RNs) working in today's healthcare environment must consistently learn new knowledge and skills, keep abreast of practice changes, and implement strategies to improve patient outcomes. However, healthcare organizations face significant challenges as they attempt to facilitate efficient training. Nursing professional development…
Descriptors: Nurses, Professional Development, Gamification, Educational Games
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Lara-Cabrera, Raul; Ortega, Fernando; Talavera, Edgar; Lopez-Fernandez, Daniel – IEEE Transactions on Education, 2023
Students' perception of excessive difficulty in STEM degrees lowers their motivation and, therefore, affects their performance. According to prior research, the use of gamification techniques promote engagement, motivation, and fun when learning. Badges, which are a distinction that is given as a reward to students, are a well-known gamification…
Descriptors: STEM Education, Rewards, Gamification, Technology Uses in Education
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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
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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
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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
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