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Jeremy Jon Bro – ProQuest LLC, 2023
Secure Code Education (SCE) is the compliance requirement for many organizations in the U.S. Consequently, many U.S. companies spend large sums on programs and tooling to meet this requirement and to upskill their developers. This tooling is largely underutilized. Classes beyond the bare required minimum are often not taken advantage of, leaving…
Descriptors: Coding, Gamification, Vignettes, Programming
Kimberly A. Redman; Darunporn Honghern – ProQuest LLC, 2024
The Gamification Game ON! Starter Kit provides educators with resources and instruction to create a gamified classroom. This kit aims to simplify the process for educators while maintaining their creative freedom, and outlines a summary of the research, design, and development of an educator kit to incorporate gamification in their classroom.…
Descriptors: Gamification, Teaching Methods, Educational Games, Game Based Learning
Darunporn Honghern; Kimberly A. Redman – ProQuest LLC, 2024
The Gamification Game ON! Starter Kit provides educators with resources and instruction to create a gamified classroom. This kit aims to simplify the process for educators while maintaining their creative freedom, and outlines a summary of the research, design, and development of an educator kit to incorporate gamification in their classroom.…
Descriptors: Gamification, Teaching Methods, Educational Games, Game Based Learning
Shane Wines – ProQuest LLC, 2024
Gamification is a teaching strategy often praised for its effectiveness in the classroom. The problem was the lack of information regarding teachers' perceptions regarding gamification in high school Advanced Placement (AP) computer science courses. The purpose of this qualitative study was to explore the perceptions of computer science teachers…
Descriptors: Teacher Attitudes, Gamification, Advanced Placement Programs, Computer Science Education
Lucas, Elizabeth – ProQuest LLC, 2023
The United States is facing a current and worsening nursing workforce shortage which poses a threat to today's healthcare structure. Strategies to combat this shortage by increasing the number of qualified applicants admitted to nursing programs each year have been implemented. In addition to increasing the number of students admitted each year,…
Descriptors: Nursing Students, Gamification, Learner Engagement, College Faculty
Maryantoniette Surdo – ProQuest LLC, 2023
Learning takes motivation; therefore, educators need to pay attention to what motivates the student to improve one's learning. It was not known how community college psychology students describe the use of gamification as a motivator for improved learning. The purpose of this qualitative descriptive study was to explore how psychology students at…
Descriptors: Community College Students, Psychology, Gamification, Student Motivation
Taufik Ikhsan Slamet – ProQuest LLC, 2024
This dissertation contributes to our comprehension of the impact of gamification on online cooperative learning, particularly in enhancing educational outcomes (behavior, cognition, and attitudes). Through explanatory mixed-method research, this study aims to answer to what extent gamification influences educational outcomes in the context of…
Descriptors: Distance Education, Gamification, Online Courses, Cooperative Learning
Paul Marks – ProQuest LLC, 2021
Recent studies have indicated that gamification, the process of using game-like elements in nongame situations, increases student engagement and comprehension. The problem was that little is known about the extent to which digital elements of gamification are being used to help engage students in high school classes in Alaska. The purpose of this…
Descriptors: High School Teachers, Gamification, Learner Engagement, Teaching Methods
Wafa Abdullah Alnaieem – ProQuest LLC, 2023
This research paper examines the application and performance of gamification through the use of Kahoot in elementary Mathematics classrooms. The participants were 10 elementary school Mathematics teachers from across the United States. All data were collected over one semester through interviews questions and, subsequently, findings presented a…
Descriptors: Gamification, Teacher Attitudes, Mathematics Education, Elementary School Teachers
Jennifer Michelle Youngberg – ProQuest LLC, 2024
The purpose of this qualitative descriptive study was to explore how teachers who teach 6th, 7th, or 8th grade English language arts in a virtual charter school environment describe the gamification process to support student engagement in the classroom. The overarching research question was: How do teachers who teach 6th, 7th, or 8th grade…
Descriptors: Middle School Teachers, Teacher Attitudes, Gamification, Learner Engagement
Stephanie Morgan Ruiz – ProQuest LLC, 2024
This study addressed the following research questions: 1) What is the effect of differentiated gamified instruction on the cognitive engagement of ninth grade students in the unit of plant and animal systems? 2) What is the effect of differentiated gamified instruction on the behavioral engagement of ninth grade biology students in the unit of…
Descriptors: Individualized Instruction, Science Instruction, Teaching Methods, Gamification
Robbin Bell – ProQuest LLC, 2021
Gamification is an innovative teaching strategy that uses game elements in a non-game context. A gap in the literature existed regarding nurse educators' experiences implementing gamification in their online courses in Bachelor of Science in Nursing programs. The purpose of this basic qualitative inquiry was to explore the experiences of nurse…
Descriptors: Nursing Education, College Faculty, Teaching Experience, Gamification
Nouf W. Azab – ProQuest LLC, 2022
This study aims to test the self-determination theory (Ryan & Deci, 2000) that relates the type of gamification activities based on the student hybrid player type to the engagement of undergraduate students at a Saudi Arabia public university. By measuring the influence of the type of gamification and the hybrid player types on the student's…
Descriptors: Gamification, Undergraduate Students, Learner Engagement, Learning Activities
Ali Tootian – ProQuest LLC, 2022
The problem investigated was many junior high teachers do not consistently implement technology-based gamification (TBG) within class activities despite evidence showing it as a useful learning tool for student engagement. This study aimed to explore why junior high teachers do not consistently implement TBG and identify the barriers and potential…
Descriptors: Middle School Teachers, Teacher Attitudes, Gamification, Technology Uses in Education
Daniel Dante Anastasio – ProQuest LLC, 2015
The laboratory course is one of the most critical classes in any engineering program. Engineering by its very nature is a practical discipline, and the laboratory course is usually the first and only class where students are given the opportunity to apply the knowledge they are gaining in lecture courses to real-world equipment. As chemical…
Descriptors: Chemical Engineering, Learner Engagement, Laboratory Experiments, Teaching Methods

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