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Rolando B. Magat – Journal of Information Technology Education: Innovations in Practice, 2023
Aim/Purpose: The study examined how the developed mobile courseware can be used as instructional material to improve senior high school statistics and probability learning, particularly during distance learning caused by the COVID-19 pandemic. The study also aims to assess the gamified mobile courseware's engagement, functionality, aesthetics, and…
Descriptors: Gamification, Statistics Education, Probability, Electronic Learning
José Alexis Alonso-Sánchez; Juan L. Núñez Alonso; Elisa Santana-Monagas – TechTrends: Linking Research and Practice to Improve Learning, 2025
Teachers are generally focused on optimizing the teaching-learning process and fostering high levels of student engagement, participation, and motivation. To address this challenge, this work presents a gamification experience implemented to teach content related to family involvement and educational programs in two courses--one at master's degree…
Descriptors: Gamification, Masters Programs, Undergraduate Study, College Students
Abdullah Çiftçi – European Journal of Special Needs Education, 2025
This study critically examines the use of Information and Communication Technology (ICT) in supporting the education of students with Special Educational Needs and Disabilities (SEND) in primary settings, with a focus on its pedagogical implications. Acknowledging the evolving nature of technology, this research highlights its dual potential to…
Descriptors: Technology Uses in Education, Students with Disabilities, Elementary School Students, Inclusion
Eun-Young Jeon – English Teaching, 2025
This comparative case study examined the experiences of urban and rural elementary school students in Korea using "PengTalk," an AI-based English learning application. Using a mixed-methods approach, the study analyzed student surveys, usage records, and interviews. Quantitative data were examined through descriptive statistics and…
Descriptors: English (Second Language), Second Language Learning, Artificial Intelligence, Technology Uses in Education
Lastika Ary Prihandoko; Suci Nugrah Amalia; Badriyah Ulfah; Nandyan Ayu Nooryastuti – TESL-EJ, 2025
In an era where digital learning tools are reshaping educational landscapes, understanding the factors that contribute to students' perseverance in language learning is crucial. This research explores the interplay between factors driving L2 grit in gamified language learning contexts in online English for Academic Purposes (EAP) courses in…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, English for Academic Purposes
Cuong Huy Pham; Duyen Nguyen Thien Ngo – TESOL in Context, 2025
As adult learners may encounter various challenges and constraints in continued education, it is important to maintain their engagement and resilience in their academic pursuit. This article explores the role of gamification in fostering inclusivity for Vietnamese adult learners undertaking a second degree program in English linguistics. Drawing…
Descriptors: Foreign Countries, Gamification, Game Based Learning, Inclusion
Robbin Bell – ProQuest LLC, 2021
Gamification is an innovative teaching strategy that uses game elements in a non-game context. A gap in the literature existed regarding nurse educators' experiences implementing gamification in their online courses in Bachelor of Science in Nursing programs. The purpose of this basic qualitative inquiry was to explore the experiences of nurse…
Descriptors: Nursing Education, College Faculty, Teaching Experience, Gamification
Fabrício Domingos Ferreira da Rocha; Bruno Lemos; Pedro Henrique de Brito; Rodrigo Santos; Luiz Rodrigues; Seiji Isotani; Diego Dermeval – Education and Information Technologies, 2024
Self-regulation helps students develop various cognitive, metacognitive, and affective strategies to regulate their learning process and maximize learning gains. However, self-regulation demands i) an encouraging environment and ii) student motivation. First, adding Open Learner Models (OLM) to learning environments encourages self-regulation by…
Descriptors: Gamification, Self Management, Access to Information, Open Education
Zamzami Zainuddin; Samuel Kai Wah Chu; Juliana Othman – Education and Information Technologies, 2024
This study utilised scale development analysis to evaluate the effectiveness of gamification based on Knowles' andragogical principle in facilitating online learning for adult students. An exploratory sequential mixed-method research design was employed, incorporating interviews and field notes to gather qualitative data for scale construction.…
Descriptors: Gamification, Adult Students, Instructional Effectiveness, Electronic Learning
Torbjørn Netland; Rafael Lorenz; Daniel Kwasnitschka; Julian Senoner; Clemens Gróf – INFORMS Transactions on Education, 2024
The authors develop, use, and evaluate a spherical video-based virtual reality (SVVR) app for teaching operations management. The app contains a 360-degree photo- realistic copy of real factory environments with blended information and gamified exercises. To solve a learning assignment, students virtually immerse themselves in the factory using…
Descriptors: Computer Simulation, Industry, Video Technology, Visual Aids
Chuang Chen; Nurullizam Jamiat; Siti Nazleen Abdul Rabu; Yongchun Mao – Education and Information Technologies, 2024
Gamified interactive e-books can make the learning process more interactive, enjoyable, and personalized by incorporating game elements into the educational content, thus increasing student engagement and retention in the flipped classroom. However, scholars have pointed out that learning with game elements that may lead to poor learning outcomes.…
Descriptors: Grade 6, Mathematics Education, Flipped Classroom, Teaching Methods
Irina Kliziene; Gintaute Sinkeviciene; Ginas Cizauskas; Aldona Augustiniene – Cogent Education, 2024
Primary school pupils with hearing impairment face various obstacles to their academic and personal growth. The main aim of the study was to reveal the impact of the use of gamification methods on the mathematic achievement of primary school pupils with hearing impairment. This study used a pretest/posttest experimental strategy. The experiment…
Descriptors: Gamification, Mathematics Achievement, Instructional Effectiveness, Elementary School Students
Fernando Carrión-Robles; Verónica Espinoza-Celi – Emotional & Behavioural Difficulties, 2024
This study aimed to determine the strategies for teaching English as a foreign language (EFL) to a student with attention deficit hyperactivity disorder (ADHD). It was carried out in the South of Ecuador and used the descriptive qualitative method to explore how teaching strategies impacted the behaviour and learning experiences of the ADHD child.…
Descriptors: Teaching Methods, English (Second Language), Second Language Instruction, Attention Deficit Hyperactivity Disorder
Ensmann, Suzanne; Whiteside, Aimee – Online Learning, 2022
This descriptive study offers lessons learned from students' experiences with a gamified, social media-like instructional approach in eighteen courses from spring 2021 through spring 2022. Researchers at a mid-sized university in the southeastern United States leveraged Christensen's (2011) disruptive innovation theory as a guiding framework to…
Descriptors: Student Satisfaction, Sense of Community, Online Courses, Gamification
Lluch-Molins, Laia; Balbontin-Escorza, Francis Yorka; Sullivan-Campillay, Nelida – Journal of Technology and Science Education, 2022
This contribution presents the pedagogical design of a subject through gamified activities supported by technological tools in which the integration of two key subjects of the Civil Industrial Engineering career were implemented, which are operational research and project evaluation. In addition, the results of the satisfaction and learning…
Descriptors: Cooperative Learning, Student Motivation, Gamification, Engineering Education

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