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Nofouz Mafarja; Mimi Mohaffyza Mohamad; Haryanti Mohd Affandi; Raja Haslinda Raja Mohd Ali; Adnan Ahmad – SAGE Open, 2025
The Cybergogy approach is a teaching and learning methodology that integrates technology and pedagogy to promote critical thinking skills and inventive problem-solving among Technical and Vocational Education and Training (TVET) learners. This approach leverages the affordances of digital technologies such as virtual reality, simulations, and…
Descriptors: Thinking Skills, Problem Solving, Career and Technical Education, Educational Technology
Brandon Folse; Frederick J. Poole – Teaching Sociology, 2024
The increasing ubiquity of gamification in everyday life normalizes it as a motivational tool. While much scholarship supports gamification, labor sociologists have long problematized the phenomenon. In this mixed-methods action research study, we explore the results of gamifying a lesson on gamification in a sociology of work course. We designed…
Descriptors: Sociology, Gamification, Job Analysis, Learning Activities
Lee, Julia; Lim, Ruxin; Mohamad, Fitri S.; Chan, Kim Geok; Mas'ud, Faizah – Journal of University Teaching and Learning Practice, 2023
Collaborative creativity is an essential skill for unleashing university students' skills in team building during complex problem-solving. The aim of this descriptive quantitative research was to examine undergraduate students' perspectives regarding their collaborative creativity experience as game creators for a gamification group assignment…
Descriptors: Cooperative Learning, Creativity, Undergraduate Students, Gamification
Thitima Srivatanakul – Journal of Cybersecurity Education, Research and Practice, 2024
Gamification, including game-based learning (GBL), is a widely recognized pedagogical approach used for imparting and reinforcing cybersecurity knowledge and skills to learners. One innovative form of GBL gaining popularity across various educational levels, from secondary schools to professional development, is escape room-style education. This…
Descriptors: Computer Security, Problem Solving, Gamification, Undergraduate Students
Cecilia Latorre-Cosculluela; Verónica Sierra-Sánchez; Sandra Vázquez-Toledo – Smart Learning Environments, 2025
The importance and benefits of teamwork in the university context have been widely recognized in recent decades. However, there is little evidence that analyzes the effects of the combination of collaborative learning strategies and gamification methodologies for the improvement of transversal skills and academic performance. In this sense, in…
Descriptors: College Students, Gamification, Student Attitudes, Cooperative Learning
Xin Gong; Weiqi Xu; Shufan Yu; Jingjing Ma; Ailing Qiao – British Journal of Educational Technology, 2025
Tangible programming tools have become a mainstream teaching aid in gamification programming learning (GPL) due to their interactivity and ability to enhance novice learners' computational thinking and spatial reasoning skills. However, comparing the relative efficacy of different programming tools that simultaneously support these skills was not…
Descriptors: Computation, Thinking Skills, Spatial Ability, Gamification
Çetin, Ismail; Erumit, Ali Kürsat; Nabiyev, Vasif; Karal, Hasan; Kosa, Temel; Kokoc, Mehmet – Participatory Educational Research, 2023
This study aims to examine the contribution of ArtiBos, which is designed as a Gamified Adaptive Intelligent Tutoring System for students' problem-solving skills. In the study, first of all, the system's design features to improve problem-solving skills were examined, and then the effect of the system on problem-solving skills was evaluated. The…
Descriptors: Gamification, Intelligent Tutoring Systems, Problem Solving, High School Students
Zafer Unal; Aslihan Unal – Research Issues in Contemporary Education, 2024
Preservice teachers often need help applying classroom management theories to real-world situations due to their abstract nature. Using a case-based instruction strategy for teaching classroom management topics is a common practice to introduce preservice teachers to the contextual complexity of classrooms. This study investigates and compares the…
Descriptors: Preservice Teachers, Classroom Techniques, Educational Technology, Case Method (Teaching Technique)
Schenker, Theresa; Kraemer, Angelika – NECTFL Review, 2022
A digital escape room is a gamified activity in which students work collaboratively to solve a series of tasks or riddles within a certain amount of time. They are typically embedded in a story framework at the end of which students need to "escape" an imaginary scenario. Students explore the target culture while using the target…
Descriptors: Gamification, Educational Games, Puzzles, Problem Solving
Cynthia P. May; David Desplaces; David M. Wyman – Management Teaching Review, 2022
Universal Design (UD) involves the creation of accessible, flexible products that are functional for a wide population of users. Our problem-based learning exercise challenges student teams to create products and services guided by the principles of UD. After teams generate their new product concept, a spokesperson from each team pitches it in…
Descriptors: Access to Education, Problem Solving, Design, Entrepreneurship
Alison M. Hill; Nicholas J. Harmer – Journal of Chemical Education, 2023
Gamification has a strong track record of improving student engagement and learning in the chemical sciences. Meta-analyses of different approaches to gamification have highlighted that providing a game fiction, encouraging students to work in teams, and breaking games into smaller "quests" are particularly effective. Here, we aimed to…
Descriptors: Foreign Countries, Undergraduate Students, Chemistry, Science Instruction
Angelica R. Cash; Julia R. Penick; Celia F. Todd; Monica C. So – Journal of Chemical Education, 2023
Summative lab assessments probe student mastery over concepts, but conventional ones often result in decreased student engagement and confidence. If conventional summative lab assessments are replaced by accessible gamified evaluations, such as online escape rooms, this leads to improved student engagement and confidence. In this work, we adapted…
Descriptors: Chemistry, Learner Engagement, Science Instruction, Electronic Learning
Katherine A. Kim; F. Selin Bagci; Anwell Ho – IEEE Transactions on Education, 2024
Contribution: This study provides an implementation of a partially flipped classroom with gamification aspects that has shown a statistically significant increase in student performance relative to traditional lecture. Background: Electronic Circuits is a challenging required course for first-year students in the Electrical Engineering degree…
Descriptors: Flipped Classroom, Gamification, Student Improvement, Academic Achievement
Santiago Berrezueta Ed. – Lecture Notes in Educational Technology, 2023
The proceedings of the 18th edition of Latin American Conference on Learning Technologies (LACLO) demonstrates the developments in the research of learning science, learning resources, challenges and solutions. This Proceedings book showcases a collection of quality articles that explores and discusses trending topics in education in the upcoming…
Descriptors: Educational Technology, Active Learning, Design, Telecommunications

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