Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 7 |
| Since 2017 (last 10 years) | 7 |
| Since 2007 (last 20 years) | 7 |
Descriptor
| Game Based Learning | 7 |
| Self Determination | 7 |
| Teaching Methods | 7 |
| Second Language Instruction | 3 |
| Second Language Learning | 3 |
| Student Attitudes | 3 |
| Comparative Analysis | 2 |
| Competence | 2 |
| Design | 2 |
| Educational Games | 2 |
| English (Second Language) | 2 |
| More ▼ | |
Source
| Educational Technology… | 1 |
| European Physical Education… | 1 |
| International Journal of… | 1 |
| Journal of Educational… | 1 |
| Perspectives of the ASHA… | 1 |
| Research on Education and… | 1 |
| Research-publishing.net | 1 |
Author
| Black-Rotchin, Sivan | 1 |
| Blain, Dylan Owen | 1 |
| Brackenbury, Tim | 1 |
| Cardoso, Walcir | 1 |
| Chun-Chun Chang | 1 |
| Curran, Thomas | 1 |
| García-Álvarez, Amanda | 1 |
| Goyal, Preeti | 1 |
| Gupta, Poornima | 1 |
| Gwo-Jen Hwang | 1 |
| Imran, Hazra | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 6 |
| Reports - Research | 4 |
| Reports - Descriptive | 3 |
| Speeches/Meeting Papers | 1 |
Education Level
| Higher Education | 4 |
| Postsecondary Education | 4 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Brackenbury, Tim; Kopf, Lisa – Perspectives of the ASHA Special Interest Groups, 2022
Purpose: Serious games and gamification are evidence-based forms of game-based learning that facilitate student/client instruction. Serious games are activities that directly incorporate educational content into games; gamification integrates characteristics of games into nongame activities. They both promote learning by increasing students'…
Descriptors: Game Based Learning, Educational Games, Student Motivation, Communication Disorders
Gwo-Jen Hwang; Chun-Chun Chang – Educational Technology Research and Development, 2025
In the clinical medical field, case studies, medication records, examination results, and physician prescriptions are documented in English. As a consequence, the English for Medical Professionals (EMP) program has become one of the important courses in nursing education in non-English-speaking countries. For English as a Foreign Language (EFL)…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Game Based Learning
Blain, Dylan Owen; Standage, Martyn; Curran, Thomas – European Physical Education Review, 2022
How does the education sector recover following the disruption caused by the COVID-19 pandemic? Much enthusiasm exists to imagine how teaching practices can be enriched within the so-called 'new normal.' The physical and mental health benefits associated with school physical education have attracted considerable attention during the pandemic.…
Descriptors: COVID-19, Pandemics, Physical Education, Teaching Methods
García-Álvarez, Amanda; Serradell-López, Enric – Research on Education and Media, 2022
This article presents a research work that is aimed at developing a gamified system and a questionnaire to analyse, in a subsequent phase, how the motivation of university students of Spanish as a second language changes in a gamification context. The article is part of the data-collection phase for a doctoral thesis. Here, we discuss the…
Descriptors: Spanish, Second Language Learning, Second Language Instruction, Learning Motivation
Black-Rotchin, Sivan; Cardoso, Walcir – Research-publishing.net, 2022
This paper introduces "FineTune," a mobile application currently in development that features a gamified version of High Variability Phonetic Training (HVPT). The aims of this paper are twofold: (1) to outline the theoretical motivation for the app's features, which includes a discussion of HVPT, gamification, and Self-Determination…
Descriptors: Computer Software, Self Determination, Telecommunications, Handheld Devices
Gupta, Poornima; Goyal, Preeti – International Journal of Educational Management, 2022
Purpose: The purpose of this paper is to design and incorporate gamebased pedagogy grounded in self-determination theory (SDT) for a higher education course in a business school program. Design/methodology/approach: The study evaluates the learning outcomes of students from higher education in gamified and non-gamified contexts. The study was…
Descriptors: Game Based Learning, Self Determination, Higher Education, Teaching Methods
Imran, Hazra – Journal of Educational Computing Research, 2023
Adding gaming elements to conventional teaching methodologies has gained a lot of attention because of its ability to incorporate an engaging, motivating, and fun-based environment. As a result, learners' dedication and performance are also better. Unfortunately, current gamification models do not consider the effect of different levels of…
Descriptors: Introductory Courses, Game Based Learning, Learning Motivation, Learner Engagement

Peer reviewed
Direct link
