Publication Date
| In 2026 | 1 |
| Since 2025 | 225 |
| Since 2022 (last 5 years) | 765 |
| Since 2017 (last 10 years) | 795 |
| Since 2007 (last 20 years) | 798 |
Descriptor
Source
Author
| Zainuddin, Zamzami | 6 |
| Samuel Kai Wah Chu | 5 |
| Juho Hamari | 4 |
| Kitsadaporn Jantakun | 4 |
| Luiz Rodrigues | 4 |
| Thada Jantakoon | 4 |
| Wilk Oliveira | 4 |
| Adam Sales | 3 |
| Ahmed Tlili | 3 |
| Ashish Gurung | 3 |
| Diego Dermeval | 3 |
| More ▼ | |
Publication Type
Education Level
Location
| Indonesia | 29 |
| Spain | 28 |
| Turkey | 25 |
| Thailand | 21 |
| China | 20 |
| Malaysia | 20 |
| Brazil | 14 |
| Europe | 9 |
| Philippines | 9 |
| Saudi Arabia | 9 |
| Taiwan | 9 |
| More ▼ | |
Laws, Policies, & Programs
| Every Student Succeeds Act… | 1 |
| Individuals with Disabilities… | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 2 |
| Meets WWC Standards with or without Reservations | 2 |
Xiaolong Shen; Jiangbo Li; Mingming Li; Amir Karimi – European Journal of Education, 2025
Over the past two decades, gamification has emerged as a significant pedagogical approach in history education, attracting the attention of historians. This bibliometric study analyses 249 papers from 1994 to 2023, employing scientometric methods to identify trends, key authors, nations, institutions and highly cited documents. Data were processed…
Descriptors: Bibliometrics, Gamification, History Instruction, Educational Trends
Andrási, Gábor; Körtvési, Dorina; Szegedi, Krisztina – International Journal of Web-Based Learning and Teaching Technologies, 2022
The paper describes and evaluates how a higher education institution (Budapest Business School -- BBS), aspiring for AACSB accreditation, co-created innovative tools, based on the UN's Sustainable Development Goals and the principles of sustainable development. The paper has two interrelated objectives: to present what sort of innovative,…
Descriptors: Business Administration Education, Sustainable Development, Ethics, Computer Uses in Education
Yasin, Naveed; Majid Gilani, Sayed Abdul; Nair, Gayatri – Industry and Higher Education, 2022
This paper explores the effects of gamification (a game-based student response system) on student learning in the United Arab Emirates (UAE). The data, collected through a series of semi-structured in-depth interviews with 32 learners, were analyzed using qualitative thematic analysis (i.e., template analysis). Based on an in-depth analysis of the…
Descriptors: Foreign Countries, Gamification, Computer Assisted Testing, Program Effectiveness
Vathanalaoha, Kriangkrai – LEARN Journal: Language Education and Acquisition Research Network, 2022
Accessing quality resources for English learning is an urgent pedagogical issue due to the lack of English teachers in Thailand. To compromise, it has become necessary to apply technology in English classes in the 21st century, through which students can access high-quality materials provided globally. Teachers need to tackle new challenges where…
Descriptors: Gamification, English (Second Language), Second Language Learning, Secondary School Students
Cynthia P. May; David Desplaces; David M. Wyman – Management Teaching Review, 2022
Universal Design (UD) involves the creation of accessible, flexible products that are functional for a wide population of users. Our problem-based learning exercise challenges student teams to create products and services guided by the principles of UD. After teams generate their new product concept, a spokesperson from each team pitches it in…
Descriptors: Access to Education, Problem Solving, Design, Entrepreneurship
Nouf W. Azab – ProQuest LLC, 2022
This study aims to test the self-determination theory (Ryan & Deci, 2000) that relates the type of gamification activities based on the student hybrid player type to the engagement of undergraduate students at a Saudi Arabia public university. By measuring the influence of the type of gamification and the hybrid player types on the student's…
Descriptors: Gamification, Undergraduate Students, Learner Engagement, Learning Activities
Crosslin, Matt – Current Issues in Education, 2021
In the Fall of 2014, several universities came together to offer a unique "dual-layer" open online course. This course was designed with two complete layers from two different course design modalities (instructivism and connectivism). Learners were granted the freedom to create an individualized pathway through the course involving…
Descriptors: Open Education, Online Courses, Universities, Learning Processes
Scott Sandoval – ProQuest LLC, 2021
With the changes in the educational landscape, holding students' attention has become an even more crucial point. Educators are having to find creative ways and means to engage students and make learning 'fun'. There have been numerous research studies to show that gamification can be used to drive student engagement, achievement, and reinforce…
Descriptors: Advanced Placement Programs, Gamification, Learner Engagement, Communication Skills
Cathy Weng; Khanh Nguyen Phuong Tran; Chi-Chuan Yang; Hsuan-I. Huang; Hsuan Chen – Education and Information Technologies, 2024
An augmented reality (AR)-integrated gamification learning approach in an electronics course was developed in this study to help students better understand the concepts while simultaneously increasing their motivation. An experimental study was conducted to examine the effectiveness of the AR-integrated gamification approach on students' learning…
Descriptors: Computer Simulation, Gamification, Vocational Schools, High School Students
Amy Price; Alex Beckey; Dave Collins – Physical Education and Sport Pedagogy, 2024
Background: In recent years there has been a growing interest in potential pedagogical tools to be used in Physical Education (PE), and specifically in games. This has involved the exploration of both Gamification and Digital Video Games Approach (DVGA). Both are viable pedagogical tools for any teacher, and each have clearly different intentions…
Descriptors: Video Games, Gamification, Physical Education, Technology Uses in Education
Chen-Chen Liu; Dan Wang; Gwo-Jen Hwang; Yun-Fang Tu; Ning-Yu Li; Youmei Wang – Interactive Learning Environments, 2024
Information literacy is an essential twenty-first-century skill for students. Most students face difficulty in discerning online information while searching, evaluating, and utilizing it effectively. Appropriate information evaluating framework, such as RADAR (relevance, authority, date, appearance, and reason for writing), has been recommended to…
Descriptors: Gamification, Educational Environment, Skill Development, Information Literacy
How Competitive, Cooperative, and Collaborative Gamification Impacts Student Learning and Engagement
Shen Qiao; Susanna Siu-Sze Yeung; Xiaoai Shen; Jac Ka Lok Leung; Davy Tsz Kit Ng; Samuel Kai Wah Chu – Language Learning & Technology, 2024
Gamification is an increasingly popular approach to engage learners in educational contexts. Although many studies have examined the effects of gamification in comparison to a non-gamification approach, less attention has been paid to the impact of different ways of implementing gamification on students' learning and engagement. In this study, we…
Descriptors: Learner Engagement, Gamification, Secondary School Students, English (Second Language)
Lauren Ann Oliver; Anthony Manning-Stanley; Pete Bridge – Cogent Education, 2024
Interprofessional learning (IPL) is a fundamental component of the curricula on healthcare degree programmes, however maintaining student engagement/motivation in IPL sessions presents challenges. 'Gamification' poses an innovative pedagogical technique to improve engagement. This study aimed to evaluate staff/student perspectives on the use of…
Descriptors: Gamification, Interdisciplinary Approach, Professional Education, Higher Education
Karyl Mae Codiñera Amar; Jhelai Grace Aton; Ma. Khasila Bulan; Chona Mae Crisostomo; Alyssa Danica Estrera; Jecylle Jean Linao; Julia Mitz Mariñas; Zyann Quilicot; Elieza Jane Senillo; Mabet Vergara; Angelito Cabanilla Jr. – International Journal of Education in Mathematics, Science and Technology, 2025
A multiple regression analysis was conducted to investigate what variables may predict the student's self-perceived proficiency in mathematics. Hence, this quantitative cross-sectional survey design aimed to explore the factors predicting the student's self-perceived proficiency in mathematics using gamified instruction. Two hundred twenty-five…
Descriptors: Test Construction, Test Validity, Measures (Individuals), Self Concept
Ayoub Hamdan Al-Rousan; Mohammad Nayef Ayasrah; Mohamad Ahmad Saleem Khasawneh; Lubna Mahmoud Obeidat; Saah Saleh Obeidat – European Journal of Education, 2025
This study aimed to develop and validate the Gamified AI Learning Engagement and Motivation Scale (GALEMS) to assess secondary school students' motivation and engagement within AI-enhanced gamified learning environments in Jordan. The research employed a sequential exploratory mixed methods design grounded in Self-Determination Theory and Flow…
Descriptors: Artificial Intelligence, Technology Uses in Education, Gamification, Test Construction

Peer reviewed
Direct link
