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Siripon Saenboonsong; Akarapon Poonsawad – Journal of Education and Learning, 2024
The aims of this study were to synthesize and evaluate the learning model in gamification environment together with cartoon animation media to promote students' creative problem-solving skills. This study was divided into three phases, (i) synthesized and evaluated the appropriateness of learning model (ii) developed cartoon animation and (iii)…
Descriptors: Problem Solving, Creative Thinking, Cartoons, Gamification
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Tongxi Liu – British Journal of Educational Technology, 2024
To date, extensive work has been devoted to incorporating computational thinking in K-12 education. Recognizing students' computational thinking stages in game-based learning environments is essential to capture unproductive learning and provide appropriate scaffolding. However, few reliable and valid computational thinking measures have been…
Descriptors: Elementary Secondary Education, Game Based Learning, Puzzles, Problem Solving
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Topu, Fatma Burcu – Journal of Learning and Teaching in Digital Age, 2023
The aim of this study was to examine the effects of cognitive load level on students' attitude towards the gamified course. It was also found out the students' views regarding the 14-week gamified course. Participants consisted of 66 undergraduate students. 40 of them had low cognitive load level and 26 of them had high cognitive load level.…
Descriptors: Cognitive Processes, Difficulty Level, Student Attitudes, Gamification
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Marissa L. Clapson; Shauna Schechtel; Brian Gilbert; Vivian Janet Mozol – Journal of Chemical Education, 2023
Gamification of learning in chemistry education is a growing field. Chemistry themed escape room activities, incorporating course learning objectives into puzzle solution, have become a popular tool allowing for students to apply course knowledge in novel settings. Escape room activities, like their public counterparts, provide subtle guidance to…
Descriptors: Scientific Concepts, Chemistry, Gamification, Teaching Methods
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Félix Yllana-Prieto; David González-Gómez; Jin Su Jeong – Education 3-13, 2025
Gamification consists of using game elements in non-game contexts, such as in education, aiming to promote cooperation, motivation, or engagement. Here, the Escape Room and Breakout games are in early stages in formal educational environments. Specifically, in primary education, this type of tools can be useful to support the teaching and learning…
Descriptors: Foreign Countries, Preservice Teachers, Elementary Education, Gamification
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María del Rosario Neira-Piñeiro; Begoña Camblor-Pandiella; Nerea López-Bouzas; M. Esther del-Moral-Pérez; Jonathan Castañeda-Fernández – Literacy, 2025
Drawing is an ideal technique to understand children's responses to fictional narratives, including digital ones. In this case, a gamified narrative with augmented reality (AR), based on a picturebook, was designed and used in an intervention in 8 Early Childhood Education classrooms (N = 113), aimed at enhancing their literary competence. This…
Descriptors: Early Childhood Education, Childrens Attitudes, Freehand Drawing, Student Reaction
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Francisco Pitthan; Kristof De Witte – Education and Information Technologies, 2025
Despite the potential for personalized learning, e-learning courses often suffer from low completion rates. In order to address this issue, we propose and empirically test a theoretical mechanism that examines how gamification can enhance the completion rate in adaptive learning courses by promoting a more positive behavioral response and attitude…
Descriptors: Gamification, Student Behavior, Student Attitudes, Financial Education
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Ainur Issabek; Wilk Oliveira; Juho Hamari; Andrey Bogdanchikov – Smart Learning Environments, 2025
In recent years, gamification gained widespread adoption in education aiming to increase students' positive experiences (e.g., motivation, engagement, and flow state). However, the results of using gamification in education are still contradictory, challenging the community to comprehend the influence of individual factors on learners' experiences…
Descriptors: Gamification, Tests, Demography, Attention
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Jakub Helvich; Lukas Novak; Petr Mikoska; Stepan Hubalovsky; Katerina Juklova – Education and Information Technologies, 2025
Over the years, gamification has played an important role in English education. Despite the promising results, there is a scarcity of research on gamified English teaching. Additionally, most studies addressing this topic used tools with problematic validity, posing challenges in interpreting their findings. Therefore, the objectives were to…
Descriptors: English Teachers, Teacher Attitudes, Gamification, English Instruction
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Milagros Torrado Cespón; Patricia Bárcena Toyos – Digital Education Review, 2025
Using gamification in teaching practice can be highly effective if educators understand its application. Recognising potential confusion surrounding theoretical approaches to gamification, this paper analyses a specific example of gamification using ICT/ICRT tools for online master's degree students. It details the design steps, encompassing…
Descriptors: Preservice Teachers, Gamification, Electronic Learning, Graduate Study
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Hüseyin Ates; Cansu Sahin Kölemen – Education and Information Technologies, 2025
This study examines the factors influencing science teachers' intentions to adopt gamified virtual reality (VR) in educational settings, employing the Theory of Planned Behavior (TPB) and Protection Motivation Theory (PMT) as theoretical frameworks. We investigate how perceived threats, benefits, and motivational and cognitive factors impact these…
Descriptors: Science Education, Science Teachers, Computer Simulation, Gamification
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Alexandre Machado; Kamilla Tenório; Mateus Monteiro Santos; Aristoteles Peixoto Barros; Luiz Rodrigues; Rafael Ferreira Mello; Ranilson Paiva; Diego Dermeval – Smart Learning Environments, 2025
Researchers are increasingly interested in enabling teachers to monitor and adapt gamification design in the context of intelligent tutoring systems (ITSs). These contributions rely on teachers' needs and preferences to adjust the gamification design according to student performance. This work extends previous studies on teachers' perception of…
Descriptors: Faculty Workload, Educational Resources, Artificial Intelligence, Technology Uses in Education
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Emery Bosch; Jonathan Sun; Andrew Wang; Jin Kim Montclare – Journal of Education, 2025
Gamified simulations, integrating gameplay into education, cater to younger learners' digital preferences and align with Next Generation Science Standards. Current virtual modules focus on advanced high school classes, leaving a gap for middle school students. This study investigated the impact of substituting recitations in a 6th-grade ecology…
Descriptors: Grade 6, Ecology, Environmental Education, Gamification
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Chien-Yuan Su; Yuqing Guo; Juncheng Shen – International Journal of Technology in Education, 2025
The incorporation of gamification into online courses has become an increasingly popular approach to enhance students' learning experience, as it has the potential to increase their engagement, motivation, and interest. In this study, we examined the impact of three gamified components--rewards, role-playing, and competition--on students' learning…
Descriptors: Gamification, Online Courses, Learning Motivation, Learner Engagement
Stefani Boutelier; Sarah J. Donovan – Eye on Education, 2025
"Teaching Poetry in a Digital World" supports English language arts (ELA) educators for grades 6-12 to incorporate digital literacy in their classrooms by teaching the reading and writing of poetry. In an increasingly digital age, educators must adapt to meet the changing needs and interests of their students by incorporating technology…
Descriptors: Poetry, Language Arts, Technology Uses in Education, Secondary Education
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