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Ayse Ulutas; Sezan Sezgin – Turkish Online Journal of Distance Education, 2025
This study explored connections between gamer personalities and motivations by examining relationships between personality traits and player types. A sample of 459 Turkish pre-service teachers completed the Gamification User Types Hexad Scale and the Five Factor Model of Personality questionnaire. Results showed Player, Disruptor, and Socializer…
Descriptors: Personality Traits, Motivation, Games, Preservice Teachers
Sophie-Marie Stasch; Wolfgang Mack; Yannik Hilla – Cognitive Research: Principles and Implications, 2025
Multitasking abilities are vital for conducting flight missions. Traditional theories of multitasking suggest that cognitive resources represent a determining factor of said performance. The current study takes a different approach by investigating how the stability-flexibility-dilemma of cognitive control influences multitasking performance in a…
Descriptors: Cooperative Learning, Flight Training, Cognitive Processes, Teamwork
Muhammad Zulfadhli Zulkefly; Fauzi Mohamed Yusof – Malaysian Online Journal of Educational Sciences, 2025
This study aims to evaluate the impact of Circumference Board gamification on the achievement of second-form students in the topic of circles at two schools in Putrajaya, Malaysia. The study involved 60 students, with 30 students from each school (15 male and 15 female) selected using random stratified sampling. A quasi-experimental design was…
Descriptors: Gamification, Mathematics Instruction, Game Based Learning, Geometric Concepts
John P. Rech; Jena Cottam; Anthony DeAnda; Charlize Lichlyter; Mya Maxwell – Strategies: A Journal for Physical and Sport Educators, 2025
Gamification is a commonly used strategy in physical education (PE) to enhance students' learning experiences. The gamification of digital or video games is used to increase the relevance of PE teachings and physical activity in general. This article describes Kingdom Ball, a gamification of elements from the popular online game, Clash of Clans®.…
Descriptors: Gamification, Physical Education, Educational Technology, Video Games
Mouna Denden; Ahmed Mohamed Fahmy Yousef; Ahmed Tlili; Ronghuai Huang; Ahmed Hosny Saleh Metwally; Haijun Zeng; Huanhuan Wang; Rustam Shadiev – Open Praxis, 2025
Despite the importance of gamification in education, there is still ongoing debate in the literature about how to design effective and useful educational gamification. This is because gamification is a complex concept that requires combining various game elements together. To further contribute to this discussion, this study first develops a…
Descriptors: Gamification, Educational Games, Design, College Students
Vanderstraeten Lize; Buysschaert Fanny; De Mulder Viktor; François Delphine; Janssens Laure; Maes Ann; Maes Grégory; Minnaert Elke; Opdecam Evelien – European Journal of Education, 2025
Engaging first-year students from the first moment of arrival is crucial to support their transition to higher education and facilitate their learning experiences and learning outcomes. Orientation activities offer first-year students important transitional support during their first period at higher education. As students sometimes consider…
Descriptors: College Freshmen, Gamification, School Orientation, Program Design
Ismail Thamarasseri; Vandana Chandran – Journal of Educational Technology, 2025
This research explains Sustainable Development (SD) and explores the significance of sustainability education in the 21st century. The research points out the potential of gamification as a tool to enhance sustainable education. By integrating game elements into learning experiences, gamification can increase student engagement, motivation, and…
Descriptors: Sustainable Development, Gamification, Sustainability, Problem Solving
Eddy Triswanto Setyoadi; Syaad Patmanthara; Heru Wahyu Herwanto; Hartarto Junaedi; Alexander Wirapraja; Titasari Rahmawati – Electronic Journal of e-Learning, 2025
The adoption of digital learning systems is closely related to user engagement and system relevance. This quantitative research aims to explore the factors influencing students' switching intention from traditional Learning Management Systems (LMS) to a gamified LMS platform, using the Push-Pull-Mooring (PPM) framework. A conceptual model was…
Descriptors: Foreign Countries, College Students, Higher Education, Gamification
Ehm Kannegieser; Robert Külpmann – International Association for Development of the Information Society, 2025
Learning activities are often perceived as a tedious work tasks. To address this perception, concepts such as Gamification and Game-Based Learning have been introduced to make learning more enjoyable. Deep focus states, such as Immersion and Flow, describe situations where learners are highly focused and disregard the work aspect of the activity.…
Descriptors: Psychological Patterns, Learning Motivation, Learner Engagement, Attention
Víctor Javier Sotos-Martínez; Alberto Ferriz-Valero; Salvador García-Martínez; Juan Tortosa-Martínez – Physical Education and Sport Pedagogy, 2024
Background: Gamification is a novel active methodology used in Physical Education to motivate students. Purpose: This study analyzed the impact of this method on the motivation of Compulsory Secondary Education students in Spain during an 8-session Physical Education Didactic Unit. Methods: A total of 275 students participated, divided into a…
Descriptors: Secondary School Students, Physical Education, Gamification, Student Motivation
Darren Lim Yie; Mageswaran Sanmugam; Wan Ahmad Jaafar Wan Yahaya; Zuheir N Khlaif – Higher Education for the Future, 2024
Most studies on gamified learning have neglected gamification depth, which has motivated the current study to identify the impact of gamified depth on students' intrinsic motivation and performance levels. A quasi-experimental approach was employed, which involved a total of 117 undergraduate students divided into control (n = 57) and experimental…
Descriptors: Gamification, Higher Education, Student Motivation, Undergraduate Students
Luiz Rodrigues; Paula T. Palomino; Armando M. Toda; Ana C. T. Klock; Marcela Pessoa; Filipe D. Pereira; Elaine H. T. Oliveira; David F. Oliveira; Alexandra I. Cristea; Isabela Gasparini; Seiji Isotani – International Journal of Artificial Intelligence in Education, 2024
Personalized gamification aims to address shortcomings of the one-size-fits-all (OSFA) approach in improving students' motivations throughout the learning process. However, studies still focus on personalizing to a single user dimension, ignoring multiple individual and contextual factors that affect user motivation. Unlike prior research, we…
Descriptors: Individualized Instruction, Student Motivation, Gamification, Student Evaluation
Jiaopin Ren; Wei Xu; Ziqing Liu – International Journal of Game-Based Learning, 2024
The objective of this study is to examine and compare the impact of serious games and gamification on learning achievement and motivation. The results of the meta-analysis indicate that gamification has a more positive influence on learning achievement and motivation compared to serious games. The analysis reveals that gamification demonstrates a…
Descriptors: Educational Games, Gamification, Academic Achievement, Meta Analysis
Katy Ieong Cheng Ho Weatherly; Ivy Ho I Chao – Music Educators Journal, 2024
In this article, we explore the theory and practical application of gamification learning in music education, specifically targeting young students. Our focus is on facilitating intentional learning and engagement through the use of gamified techniques. Designed intentionally with nondigital elements, it mirrors a cooperative board game. This game…
Descriptors: Music Education, Gamification, Musical Composition, Scaffolding (Teaching Technique)
Kingkarn Buranasinvattanakul – Journal of Education and Learning, 2024
The purposes of this research were to: 1) develop and determine the efficiency of instruction media in board games to enhance the capability in the Development of Thai Textbook and the happiness in learning for undergraduate students, 2) compare the undergraduate students' learning capability in the Development of Thai Textbook before and after…
Descriptors: Teaching Methods, Media Literacy, Foreign Countries, Textbooks

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