NotesFAQContact Us
Collection
Advanced
Search Tips
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Showing 1 to 15 of 28 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Dhanya Pramod – Journal of Applied Research in Higher Education, 2025
Purpose: The growth of the internet, access to technology and rapid digital transformations have paved the way for developing attack surfaces for individuals and organizations. There is a dire need to provide cybersecurity awareness most effectively. Gamification-based platforms have evolved to make cybersecurity education more engaging and…
Descriptors: Gamification, Computer Security, Information Security, Training
Peer reviewed Peer reviewed
Direct linkDirect link
Purvi Shah; Nandini Ajit Gadekar; Steven S. Taylor – Journal of Marketing Education, 2025
Marketing education has undergone a significant shift toward experiential learning and interactive pedagogical approaches. This article demonstrates the potential of educational escape rooms (EERs) as a novel and innovative tool for enhancing student engagement in marketing education. Building on the literature on experiential learning, game-based…
Descriptors: Gamification, Educational Games, Competition, Game Based Learning
Emmanuel Dumbuya – Online Submission, 2025
The exponential growth of online learning has catalyzed significant pedagogical innovations and transformed the educational landscape. This paper explores the emerging trends in online learning, including the shift towards blended learning, the rise of personalized learning, and the integration of technology-enhanced pedagogical practices. The…
Descriptors: Educational Trends, Electronic Learning, Educational Innovation, Teaching Methods
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Ludmila Walaszczyk; Sylvester Arnab – Electronic Journal of e-Learning, 2025
In the current educational environment, e-learning and online education have gained significant prominence, especially highlighted during the COVID-19 pandemic when their importance increased dramatically. Empirical evidence highlights the undeniable benefits of online learning, with learners globally appreciating the flexibility to access course…
Descriptors: Open Source Technology, Gamification, Usability, Electronic Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Arthur Dela Peña – Research in Learning Technology, 2025
Traditional teaching methods in Aircraft Maintenance Technology (AMT) often struggle to maintain student engagement, motivation, and knowledge retention. While gamification has been recognised as a potential solution, its application in AMT education remains underexplored, particularly in bridging theoretical knowledge with practical skill…
Descriptors: Foreign Countries, Aviation Mechanics, Gamification, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Wanda M. Valsecchi; Fernando P. Dominici; Karina A. Gomez – Journal of Chemical Education, 2023
During the COVID-19 pandemic we developed an activity that encourages engagement with scientific reading and helps students to improve their reading skills as a complement to the glycobiology section of an undergraduate course of biological chemistry. Using "Genially," an online platform for gamification and self-taught learning, we…
Descriptors: Undergraduate Students, Biochemistry, COVID-19, Pandemics
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Maria Valentina Toral Murillo; Melissa Fernandez Torres; Karen Itzel Mexicano Muro; Elvira Rodriguez Flores – Journal of Education and e-Learning Research, 2025
Innovations have been made to educational strategies in health sciences to increase intrinsic motivation in students which helps generate a significant and active learning in students with the help of methodologies, such as gamification, using escape rooms (ER) and the use of digital tools, such as the Sectra Table. The objective of this study is…
Descriptors: Foreign Countries, Medical Students, Nursing Students, Student Motivation
Peer reviewed Peer reviewed
Direct linkDirect link
Ming Wang; Jun Zhan; Tao Hu – Journal of Information Systems Education, 2024
This study introduces a modular teaching framework for business data analytics (BDA) curricula and programs. The framework integrates gamification features of the SAP business processes, ERPsim Games, and SAP data warehousing into the experiential learning of BDA curricula. The pedagogical practices of deploying the framework in an undergraduate…
Descriptors: Business Education, Data Analysis, Gamification, Experiential Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Barua, Antara Mahanta; Bharali, Sruti Sruba – Asian Association of Open Universities Journal, 2023
Purpose: The purpose of the case study is to investigate the perception of computer science learners at Krishna Kanta Handiqui State Open University (KKHSOU) regarding the use of gamification and to identify the challenges in implementing gamified teaching-learning processes in open and distance learning (ODL) institutions.…
Descriptors: Gamification, Electronic Learning, Computer Science Education, College Students
Peer reviewed Peer reviewed
Direct linkDirect link
Sergio Francisco Sargo Ferreira Lopes; Jorge Manuel de Azevedo Pereira Simões; Justino Marco Ronda Lourenço; José Carlos Pereira de Morais – Open Education Studies, 2024
The increase in digital teaching and learning methodologies creates the opportunity for new educational approaches, both in terms of pedagogical practice and in the availability of new technological tools. The flipped classroom as an active teaching methodology is one example of blended learning (b-learning), which aims to harmonize and enhance…
Descriptors: Foreign Countries, College Students, Student Attitudes, Flipped Classroom
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
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Nagla El-Tanahi; Mona Soliman; Hager Abdel Hady; Rawan Alfrehat; Rasha Faid; Mona Abdelmoneim; Marwa Torki; Noha Hamoudah – International Journal of Education in Mathematics, Science and Technology, 2024
The development of digital technology in leaps and bounds has resulted in offering different learning options and alternatives in physical education. In this regard, technology techniques, like gamification, have been utilized in several areas of education, leading to the identification of its several usage benefits. Nevertheless, there is a lack…
Descriptors: Gamification, Teaching Methods, Physical Education, Skill Development
Peer reviewed Peer reviewed
Direct linkDirect link
Fariba Foroutan Far; Mahboubeh Taghizadeh – Computer Assisted Language Learning, 2024
This study investigated the effects of digital and non-digital gamification on EFL learners' learning collocations, satisfaction, perceptions, and sense of flow. The participants divided into three groups of digitally gamified, non-digitally gamified, and non-gamified classes were 75 Iranian EFL students at B1 level. In each class, students were…
Descriptors: Gamification, Technology Uses in Education, English (Second Language), Second Language Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Juliane Fleissner-Martin; Jürgen Paul; Franz X. Bogner – Research in Science Education, 2025
This study analyses the coherent integration of creativity into science education modules for eighth-grade students to enhance competence development. The learning modules' content covered a basic ecological unit about forests, applied as digital or analog lesson. By utilizing the creativity subscales 'Act' and 'Flow' its analysis resulted in a…
Descriptors: Creativity, Science Education, Middle School Students, Cognitive Development
Peer reviewed Peer reviewed
Direct linkDirect link
Zamzami Zainuddin; Samuel Kai Wah Chu; Juliana Othman – Education and Information Technologies, 2024
This study utilised scale development analysis to evaluate the effectiveness of gamification based on Knowles' andragogical principle in facilitating online learning for adult students. An exploratory sequential mixed-method research design was employed, incorporating interviews and field notes to gather qualitative data for scale construction.…
Descriptors: Gamification, Adult Students, Instructional Effectiveness, Electronic Learning
Previous Page | Next Page »
Pages: 1  |  2