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Xiao Li; Marc Mun~iz; Karlun Chun; Jonathan Tai; Francesca Guerra; Darrin M. York – Journal of Chemical Education, 2022
Atomic orbitals represent an essential construct used to develop chemical bonding models, upon which other more advanced chemistry topics are built. In this article, we share a series of active-learning activities and a gamified approach to develop students' representational competence about atomic orbitals and to engage students in learning the…
Descriptors: Learner Engagement, Chemistry, Science Instruction, Active Learning
Núñez-Pacheco, Rosa; Barreda-Parra, Aymé; Castro-Gutierrez, Eveling; Turpo-Gebera, Osbaldo; Aguaded, Ignacio – Journal of Technology and Science Education, 2023
The COVID-19 pandemic has produced profound changes in higher education, with the replacement of face-to-face instruction with distance or remote education, which involves the management of digital skills by teachers and students. The purpose of this research is to analyze the perception of professors with regard to digital skills and the use of…
Descriptors: College Faculty, Teacher Attitudes, Educational Technology, Gamification
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
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
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
Paula Gil Ruiz – Discover Education, 2024
This research examines the impact of gamification on the development of critical thinking skills to counter misinformation, focusing specifically on students' roles as developers of educational software. Involving 107 university students, this study employs an experimental pretest-posttest methodology. An educational Escape Room was implemented,…
Descriptors: Gamification, Teaching Methods, Social Media, Sustainability
Pei-Zhen Chen; Ting-Chieh Chang; Ching-Lin Wu – Educational Studies, 2024
In previous research, gamified classroom management has been found to improve high school students' classroom participation. This study applied gamification classroom management through a "Class of Oz" in an elementary school to cultivate students' learning. Two classes were randomly assigned to the experimental group, and the other two…
Descriptors: Role Playing, Gamification, Classroom Techniques, Student Motivation
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
Kübra Taskara; Emrah Ekmekçi – Language Learning in Higher Education, 2024
This study explores Turkish Higher Education EFL instructors' perceptions and awareness of 'gamification', along with their practices of integrating it into the classroom. Through in-depth interviews with 6 instructors, the research reveals accurate conceptual understanding and alignment between instructors' knowledge and actual gamification…
Descriptors: Foreign Countries, College Faculty, English (Second Language), Language Teachers
Ceren Bayrak; Aysegül Liman-Kaban – Education and Information Technologies, 2024
The primary objective of this research is to elucidate the factors influencing the acceptance and use of gamified web tools among K-12 teachers in Turkey, according to the Unified Theory of Acceptance and Use of Technology (UTAUT, Venkatesh et al., 2003). The study employed a causal research design, which allowed for the investigation of…
Descriptors: Gamification, Web Sites, Foreign Countries, Adoption (Ideas)
Yung Po Tsang; Carman Ka Man Lee; Chun Ho Wu; Yanlin Li – IEEE Transactions on Education, 2024
Contribution: This research explores the effectiveness of a proposed teaching strategy in blockchain education, finding that it enhances learning outcomes, cognitive well-being, and student engagement in tertiary education, ultimately resulting in a shallower learning curve for STEM knowledge. Background: In the context of Industry 4.0, blockchain…
Descriptors: Gamification, Experiential Learning, Cognitive Processes, Well Being
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
Ngeri Anita Ikpat – European Journal of Education, 2025
This study investigated teachers' perceptions on the impact of gamification on student engagement and learning outcomes in Nigerian primary schools, aiming to bridge the gap between traditional teaching methods and contemporary learner needs. A mixed-methods approach was utilised, involving quantitative and qualitative data collection through an…
Descriptors: Foreign Countries, Teacher Attitudes, Gamification, Learner Engagement
Sheldon L. Eakins – ASCD, 2025
In this insightful and practical book, educator Sheldon L. Eakins sheds light on a pressing but often overlooked challenge in today's education system: the cultural disconnect between classroom norms and the diverse backgrounds of students. With a blend of analysis and hands-on teaching strategies, Eakins deftly explores the intersection of…
Descriptors: Classroom Techniques, Educational Strategies, Teaching Methods, Norms
Veronica Membrive, Editor – IGI Global, 2024
"Practices and Implementation of Gamification in Higher Education" is a comprehensive book that explores the integration of gamification in tertiary education as an innovative approach to teaching and learning. By leveraging the mechanics of games, educators are able to achieve enhanced results, foster critical thinking, and promote…
Descriptors: College Faculty, Gamification, Game Based Learning, Educational Games

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