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Yaccob, Nur Syafiqah; Rahman, Siti Fatimah Abd.; Mohamad, Syamsul Nor Azlan; Rahim, Azwin Arif Abdul; Rashid, Khadijah Khalilah Abdul; Aldaba, Abdulmajid Mohammed Abdulwahab; Yunus, Melor Md; Hashim, Harwati – Arab World English Journal, 2022
Modern trends lead to innovative technologies in education, including the birth of digital and gamified learning or gamification. In English language classrooms, meaningful teaching and learning are significant to developing students' English proficiency, focusing on linguistics and communicative competence. Various language activities and games…
Descriptors: English (Second Language), Second Language Instruction, Game Based Learning, Educational Games
Hilliard, Airlie; Kazim, Emre; Bitsakis, Theodoros; Leutner, Franziska – Journal of Intelligence, 2022
Selection methods are commonly used in talent acquisition to predict future job performance and to find the best candidates, but questionnaire-based assessments can be lengthy and lead to candidate fatigue and poor engagement, affecting completion rates and producing poor data. Gamification can mitigate some of these issues through greater…
Descriptors: Personality Measures, Personality Traits, Gamification, Imagery
Kratochvíl, Tomáš; Vaculík, Martin; Procházka, Jakub; Hamari, Juho – International Journal of Game-Based Learning, 2022
Gamification is increasingly applied in contexts where personal performance is of importance. However, the psychological nature of their relation has not been thoroughly examined. The authors investigated how achievement-based gamification impacts attitudinal engagement and performance across 6 university courses. The authors created challenges…
Descriptors: Foreign Countries, College Students, Psychology, Political Science
Shortt, Mitchell; Tilak, Shantanu; Kuznetcova, Irina; Martens, Bethany; Akinkuolie, Babatunde – Computer Assisted Language Learning, 2023
More than 300 million people use the gamified mobile-assisted language learning (MALL) application (app) Duolingo. The challenging tasks, reward incentives, systematic levels, and the ranking of users according to their achievements are just some of the elements that demonstrate strong gamification elements within this popular language learning…
Descriptors: Gamification, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
Yildirim, Latife; Karahan, Engin – Digital Education Review, 2023
The purpose of this study is to investigate how gamification using Web 2.0 tools affects secondary school students' listening comprehension skills on a German second language course. The sub-purposes are to investigate the study's outputs, such as course interest and academic motivation. The design of the study was action research, which is one of…
Descriptors: Web 2.0 Technologies, Gamification, Listening Comprehension, German
Kingsley, Tara; Grabner-Hagen, Melissa M. – College Teaching, 2023
Meaningful gamification is the use of game elements and play to build engagement and help learners find personal connections in real-world settings. This study examined the impact of meaningful gamification design on preservice teachers' perceptions, performance, and motivation levels within a gamified lesson planning unit. Participants were…
Descriptors: Gamification, Preservice Teachers, Student Attitudes, Performance
Fatma Pehlivan; Taner Arabacioglu – International Journal of Education and Literacy Studies, 2023
The aim of this research is to examine the effect of the gamification elements usage in the flipped classroom model on students' academic success, motivation, and learning strategies in the 9th grade mathematics course clusters subject. The method of the study is a quasi-experimental research design with a pretest/post-test control group. The…
Descriptors: Gamification, Mathematics Achievement, Student Motivation, Learning Strategies
Broome, Kerise Amaris – ProQuest LLC, 2023
The purpose of this action research is to evaluate the impact of gamified peer feedback in a high school English Language Arts classroom at Southern Charter High School. National assessments on writing show that student proficiency is low in part because many high school students lack revision skills. Compounding the problem is that as classroom…
Descriptors: Peer Evaluation, Feedback (Response), Gamification, High School Students
Kashive, Neerja; Mohite, Sayali – Interactive Technology and Smart Education, 2023
Purpose: This study aims to look at the integration of gamification in an e-learning model based on the technology acceptance model. The data was collected from respondents residing in India and elements of gamification (achievement, immersion and social) and personal characteristics of learners (self-efficacy, computer anxiety and enjoyment) and…
Descriptors: Gamification, Electronic Learning, Learning Experience, Foreign Countries
Shrestha, Sushil; Joshi, Manish; Bashyal, Aakash; Timilsina, Arun; Subedi, Sushant – Journal of Educational Technology Systems, 2023
The increase in usage of Online Learning systems has provided a challenge to deliver e-contents based on user needs. This study uses learning style data to determine the learning profile and provide the content based on the user's needs, whereas gamified elements are used to increase user engagement. The combination of these two approaches would…
Descriptors: Gamification, Cognitive Style, Electronic Learning, Learning Management Systems
Esra Simsek; Turkan Karakus Yilmaz – Open Praxis, 2025
This systematic review aims to analyze trends in academic studies evaluating online learning environments that incorporate gamification elements and the relationship between these elements and learning outcomes. A total of 24 theses and 41 articles, published between 2013 and 2021, were included in the study, selected based on predefined keywords…
Descriptors: Gamification, Electronic Learning, Online Courses, Outcomes of Education
Claudia Fernández de Cañete García; Inmaculada Pineda; George Waddell – Language Teaching Research, 2025
Recent research shows that musical training improves children's development of oral and aural skills. This study focuses on developing and testing a methodological framework (Music as a Medium of instruction, MMI) in English language teaching (ELT) by contrasting MMI and gamification methodologies with the participation of 22 Spanish children all…
Descriptors: Music Activities, Music Education, English (Second Language), Second Language Instruction
Jan Bamford; Elena Moschini – Higher Education Research and Development, 2025
This paper explores the use of a gamified digital intervention to build connected and relational spaces for students in higher education which reach beyond the places and spaces of the traditional learning environment. These informal learning spaces can be seen to facilitate the development of students' transferable skills. The project…
Descriptors: Gamification, Educational Technology, Technology Uses in Education, College Students
Jiawen Liu; Rustam Shadiev; Mei Cao – Education and Information Technologies, 2025
Integrating digital games into learning about digital citizenship has garnered significant attention. While digital game-based learning has the potential to enhance learners' academic performance, engagement, and motivation, these games often focus on specific aspects of digital citizenship education and lack systematic design approaches.…
Descriptors: Computer Games, Educational Games, Game Based Learning, Citizenship Education
Elena Carrión Candel; Cristina de-la-Peña; Beatriz Chaves-Yuste – Turkish Online Journal of Distance Education, 2025
The use of gamified digital tools has become a key and dynamic component in the work of educators, playing a crucial role in shaping various educational tasks. These tools offer a more playful, effective, and interactive learning experience aimed at increasing student motivation and providing immediate feedback. Based on these principles, this…
Descriptors: Educational Technology, Technology Uses in Education, Gamification, Educational Games

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