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Jing Li – Interactive Learning Environments, 2024
The development of new approaches to digital art is based on improving a variety of technologies. The main goal of this paper is to identify the gamification of digital art through the promotion of speculative design and interactive experiences. To achieve this goal, theoretical and practical methods were used in the research. A survey determined…
Descriptors: Art, Gamification, Computer Use, Technology
Ernesto Pacheco-Velazquez; Virginia Rodés Paragarino; Leonardo David Glasserman; Martina Carlos Arroyo – Journal of International Education in Business, 2024
Purpose: Higher education is undergoing a significant transformation, demanding a rethinking of instructional methods, the establishment of novel assessment frameworks and the incorporation of state-of-the-art technologies to advance the development of learning competencies. The use of simulations is an alternative that offers satisfactory results…
Descriptors: Foreign Countries, Higher Education, Teaching Methods, Independent Study
Shane Wines – ProQuest LLC, 2024
Gamification is a teaching strategy often praised for its effectiveness in the classroom. The problem was the lack of information regarding teachers' perceptions regarding gamification in high school Advanced Placement (AP) computer science courses. The purpose of this qualitative study was to explore the perceptions of computer science teachers…
Descriptors: Teacher Attitudes, Gamification, Advanced Placement Programs, Computer Science Education
Jonathan D. Watkins; Andrew M. Gatza; Michelle E. Harris – Mathematics Teacher: Learning and Teaching PK-12, 2024
Educational escape rooms (ER) are an instructional activity designed to incorporate many elements of recreational ERs, which have become popular in recent years. There are many reasons to consider incorporating educational ERs into K-12 math instruction or after-school programs/camps. First, they are highly motivating for students because they…
Descriptors: Gamification, Mathematics Instruction, Elementary Secondary Education, Teamwork
Rebecca Heaton – Research in Education, 2024
This article shares research, an empirical psychological case study, about cognition in higher degree art education. It proposes cognitive curation as a concept and practice that can develop knowledge and learning autonomy in and beyond the academy. Informed by the autoethnographic stories, interviews, and artworks of three academic art educators,…
Descriptors: Art Education, Knowledge Level, Personal Autonomy, Ethnography
Sabukunze, Igor Didier; Suyoto – International Journal of Learning and Change, 2023
This research intends to improve the French grammar level for Indonesian students. We carried out a quantitative method to implement gamification reinforcement in an informal cooperative learning (ICL) group. The instrument used was a questionnaire. This study uses gamification and ICL for communication tools to improve the French language's…
Descriptors: French, Grammar, Informal Education, Cooperative Learning
Bienvenido-Huertas, David; Rubio-Bellido, Carlos; León-Muñoz, Miguel Ángel – Journal of Technology and Science Education, 2023
Gamification is increasingly used for better content assimilation. However, it is hardly used in theoretical and technical courses related to building and architecture. This study focuses on assessing the use of gamification with Kahoot! to arouse students' interest and to ease content assimilation. Experimentation was undertaken during the…
Descriptors: Instructional Effectiveness, Audience Response Systems, College Students, Engineering Education
Prados Sánchez, Gustavo; Cózar-Gutiérrez, Ramón; del Olmo-Muñoz, Javier; González-Calero, José Antonio – Computer Assisted Language Learning, 2023
In recent years, the concept of gamification has appeared within the educational sector as a methodological innovation. There are several studies that show the motivational advantages of using this methodology in education. However, there is a dearth of studies that analyse its influence on the promotion of reading. We carried out a…
Descriptors: Gamification, Reading Comprehension, Reading Attitudes, Elementary School Students
Ilbeigi, Mohammad; Bairaktarova, Diana; Morteza, Azita – Journal of Civil Engineering Education, 2023
The long history of experiential learning in construction engineering shows the significant potential of cognitive development through direct experience. Recent advancements in gamification, especially digital serious games, can help educators develop novel pedagogical strategies to promote active and experiential learning in controlled settings.…
Descriptors: Gamification, Experiential Learning, Construction Industry, Engineering Education
Singh, Kasandra – Phi Delta Kappan, 2023
Former elementary school teacher Kasandra Singh shares how she used gamification to encourage her 5th-grade students to drive their own learning. Students were initially divided into groups based on their demonstrated ability to get their work done. Those in Level 1 were given direct instruction, those in Level 2 worked together to complete…
Descriptors: Gamification, Classroom Techniques, Grade 5, Elementary School Students
Tobias Harald Popp; Heidi Schuhbauer – International Association for Development of the Information Society, 2023
Gamification is the use of game elements in a non-game context to encourage desired behaviours (Detering 2011a). It has been identified as a promising technique for improving user motivation on e-learning platforms. Since previous literature reviews and meta-analyses only considered gamification and learning effort without focusing directly on…
Descriptors: Literature Reviews, Gamification, Electronic Learning, Learning Management Systems
Mandviwalla, Munir; Schuff, David; Miller, Laurel; Chacko, Manoj – IEEE Transactions on Learning Technologies, 2023
In this article, we develop and evaluate a novel system and computing platform to structure, measure, and improve student development using points. We define student development broadly as the achievement of learning to do, know, live together, and be. The system leverages individual agency, social influences, content generation and sharing,…
Descriptors: Student Development, Academic Achievement, Systems Approach, Design
Franklin King – ProQuest LLC, 2023
This thematic literature review examines technology stakeholders' perceptions regarding gamification use in contact centers. The study identifies and analyzes existing literature, drawing on various academic research sources, industry articles, and stakeholder opinions. The review highlights the potential benefits and challenges of gamification in…
Descriptors: Literature Reviews, Gamification, Technical Support, Stakeholders
Doyle, Anesa – ProQuest LLC, 2023
Climate change is a defining challenge that is impacting the globe, associated with harsher weather, increasing temperatures, and increased landfills. The problem addressed in this dissertation research study is understanding how to engage individuals to adopt environmental attitudes. Environmental education is known to support…
Descriptors: Climate, Conservation (Environment), Attitudes, Training
Miroslav Reiter – Acta Educationis Generalis, 2025
Introduction: Gamification has become a widely adopted strategy in education, aiming to enhance student motivation, engagement, and learning outcomes. In vocational and technical education, digital platforms often use gamified elements to support autonomous and self-directed learning. However, the actual effectiveness of individual gamification…
Descriptors: Gamification, Student Motivation, Feedback (Response), Incentives

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