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Irum Alvi – IAFOR Journal of Education, 2025
Gamified learning apps have proliferated for language learning in contemporary Higher Educational contexts, owing to their capacity to enhance learner engagement and motivation. However, limited empirical attention has been given to the psychological and cognitive mechanisms through which learners' interactions with gamified elements translate…
Descriptors: Second Language Learning, Gamification, Technology Uses in Education, Computer Software
P. M. Shanthami – Journal of Educational Technology, 2025
This study aimed to investigate the impact of gamification on students' learning outcomes in a higher secondary school subject, specifically focusing on the topic of Morphology. A quasi-experimental research design was employed, involving an experimental group that received gamified instruction using Kahoot and a control group that received…
Descriptors: Gamification, Botany, Secondary School Students, Science Instruction
Rubén González Vallejo, Editor – IGI Global, 2025
Artificial intelligence (AI) has been introduced into tools and technologies, such as chatbots, for language teaching, allowing educators to better meet the needs of individual students. Chatbots may act as virtual tutors in online learning environments, giving students the ability to access leaning support as needed. Chatbots can improve…
Descriptors: Artificial Intelligence, Computer Mediated Communication, Intelligent Tutoring Systems, Second Language Instruction
Purvi Shah; Nandini Ajit Gadekar; Steven S. Taylor – Journal of Marketing Education, 2025
Marketing education has undergone a significant shift toward experiential learning and interactive pedagogical approaches. This article demonstrates the potential of educational escape rooms (EERs) as a novel and innovative tool for enhancing student engagement in marketing education. Building on the literature on experiential learning, game-based…
Descriptors: Gamification, Educational Games, Competition, Game Based Learning
Hatice Cansu Özpir; Mehtap Yildirim – European Journal of Education, 2025
This research investigates how the flipped learning model and gamified STEM activities influence fifth-grade students' motivation to learn science and develop 21st-century skills. During the spring semester of 2021-2022, STEM activities on 'Diffusion of Light' and 'Human and Environment' were implemented for 50 fifth graders. A mixed-methods…
Descriptors: Grade 5, STEM Education, Science Education, Gamification
José-Manuel Sáez-López; Rolando-Óscar Grimaldo-Santamaría; Mª-Pilar Quicios-García; Esteban Vázquez-Cano – Technology, Knowledge and Learning, 2024
Gamification is an educational methodology and tool that offers benefits through mechanics and dynamics. It brings motivating experiences and benefits to the instructional design approach. Several studies highlight that this methodology fosters contributions in commitment, fun, enthusiasm, motivation, satisfaction, and interaction in pedagogical…
Descriptors: Gamification, Teaching Methods, Elementary School Teachers, Foreign Countries
D. Joel Whalen; Charles Drehmer; Andrew Cavanaugh – Business and Professional Communication Quarterly, 2024
Artificial intelligence assignments lead this article's 11 teaching innovations selected from the "My Favorite Assignments" presented at the 2023 Association for Business Communication's (ABC's) 88th Annual International Conference held in the Mile-High City: Denver, Colorado, USA. Pedagogy presented here also includes ideas to enhance…
Descriptors: Business Communication, Business Education, Artificial Intelligence, Assignments
Jonas da Silva Teixeira; Alan César Belo Angeluci; Paulo Prates Junior; José Guilherme Prado Martin – Journal of Biological Education, 2024
Gamifying is related to the motivational gain and engagement of participants in these systems, even in situations not exclusively related to the creative and entertainment industry. In the Biology teaching context, motivational strategies have fundamental importance to the learning process. The aim of this work was to investigate the development…
Descriptors: Biology, Science Instruction, Educational Games, Educational Research
Xin Guan; Chunmei Sun; Gwo-jen Hwang; Kegan Xue; Zhuo Wang – Interactive Learning Environments, 2024
Play is crucial to children's development. With the prevalent use of digital technologies, children and young adults are seen playing games more often and longer on digital devices. How should teachers capitalize the advantages of games in class, without inducing more health risks or problems for children? To achieve this goal, teachers need…
Descriptors: Game Based Learning, Educational Technology, Science Instruction, Design
How Does a Motivational Gamification Typology Describe Learner Participation in Gamified Activities?
Annetta R. Dolowitz – ProQuest LLC, 2024
Since 2010, gamification, a concept and practice, gained attention in academic research. Results of its effectiveness were mixed and often lacked the use of grounded models or frameworks. Dichev et al. (2019b) proposed the existence of demotivational factors and highlighted two distinct sets of motivational drivers--one linked to game elements and…
Descriptors: Student Participation, Student Motivation, Gamification, Learning Activities
I-Cheng Lin; Shu-Hsuan Chang; Pin-Chien Liu; Po-Jen Kuo; Kuo Chia Chung – Educational Technology & Society, 2024
Creativity has been proven to be a core competitiveness in the twenty-first century. Although many experimental studies have confirmed that game learning can improve creativity, some studies have contrary results. Currently, there are very few, and primarily incomplete, meta-analyses integrating experimental studies of educational gaming's impact…
Descriptors: Educational Games, Game Based Learning, Gamification, Creativity
Wang Jing Hao; Zaidatun Tasir – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This study aims to develop a theoretical framework for enhancing students' higher-order thinking skills (HOTS) by integrating massive open online courses (MOOCs) with gamification elements. Background: There is a growing demand to develop students' innovative thinking abilities through MOOCs, focusing on higher-order thinking skills…
Descriptors: MOOCs, Gamification, Thinking Skills, Skill Development
Xiangping Cui; Chen Du; Jun Shen; Susan Zhang; Juan Xu – IEEE Transactions on Learning Technologies, 2024
Research shows that gamified learning experiences can effectively improve the outstanding issues of students in online learning, such as lack of continuous motivation and easy burnout, thereby improving the effectiveness of online learning. However, how to enhance the gamified learning experience in online learning, and what impact there is…
Descriptors: Gamification, Learning Experience, Electronic Learning, Instructional Effectiveness
Davor Cotoras; Felipe Valenzuela-Ibaceta; Diego Salas; Franco Cárdenas – Biochemistry and Molecular Biology Education, 2024
This article presents a study on the implementation of a virtual escape-room game as a novel teaching methodology in biochemistry education. The game aimed to engage students in producing monoclonal antibodies against SARS-CoV-2 while reinforcing theoretical concepts and fostering teamwork. Three versions of the game were tested, incorporating…
Descriptors: Gamification, Teaching Methods, Biochemistry, Science Education
Priscilla Peña; Jen Riley; Nicole Davis – Marketing Education Review, 2024
Increasing student engagement is a challenge for faculty of all experience levels. This manuscript introduces the Participation Competition as a pathway for faculty to gamify the Marketing classroom and increase student engagement. Through incentivizing group-based in-class participation, faculty can help students practice soft skills, facilitate…
Descriptors: College Students, Marketing, Gamification, Competition

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