Publication Date
| In 2026 | 0 |
| Since 2025 | 2 |
| Since 2022 (last 5 years) | 3 |
| Since 2017 (last 10 years) | 3 |
| Since 2007 (last 20 years) | 3 |
Descriptor
| Educational Benefits | 3 |
| Game Based Learning | 3 |
| Undergraduate Students | 3 |
| Academic Achievement | 2 |
| Comparative Analysis | 2 |
| Student Attitudes | 2 |
| Student Motivation | 2 |
| Accounting | 1 |
| Anatomy | 1 |
| Biology | 1 |
| Business Education | 1 |
| More ▼ | |
Author
| Anis Suriati Ahmad | 1 |
| Gironella, Fiona | 1 |
| Iain W. McKinnell | 1 |
| Jeff W. Dawson | 1 |
| Nastasya Athira Mohd Nasir | 1 |
| Norlia Mat Norwani | 1 |
| Rohaila Yusof | 1 |
| Skyler Bruggink | 1 |
| Zuriadah Ismail | 1 |
Publication Type
| Journal Articles | 3 |
| Reports - Research | 3 |
Education Level
| Higher Education | 3 |
| Postsecondary Education | 3 |
Audience
Location
| Malaysia | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Norlia Mat Norwani; Zuriadah Ismail; Rohaila Yusof; Nastasya Athira Mohd Nasir; Anis Suriati Ahmad – Journal of Education and Learning (EduLearn), 2025
Employers often perceive accounting graduates as lacking motivation and soft skills. The research proposes that game-based learning (GBL) will enhance students' motivation, teamwork, critical thinking, communication skills, and promote learning. Research instruments include academic motivation scale (AMS) utilized to measure motivation, skills…
Descriptors: Accounting, Business Education, Game Based Learning, Soft Skills
Skyler Bruggink; Jeff W. Dawson; Iain W. McKinnell – Technology, Knowledge and Learning, 2025
Gamification is a pedagogical strategy that uses the principles and mechanics of game play to facilitate student learning. Despite increased adoption over the last decade, the question of how effective gamification is as a pedagogical strategy remains controversial. Here we report on the impact of a custom developed mobile app that incorporates…
Descriptors: Course Content, Game Based Learning, Computer Software, Learning Processes
Gironella, Fiona – Journal of University Teaching and Learning Practice, 2023
This article explores the praxis of gamification pedagogy and post-secondary course design. The literature on gamified design theory and current research on its application as a pedagogy are explored. A student-centric, motivationally based gamification design model is proposed, operationalized, implemented, evaluated, and reiterated. The design…
Descriptors: Gamification, Game Based Learning, Student Centered Learning, Higher Education

Peer reviewed
Direct link
