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Tan Ming Kuang; Lidya Agustina; Yani Monalisa – Accounting Education, 2024
Although digital game-based learning (DGBL) has the potential to enhance learning motivation and complex cognitive skills of students, its adoption and effectiveness are heavily dependent on lecturers' acceptance. Comprehending lecturers' perceptions and beliefs underlying their decision-making processes is therefore significant. This study…
Descriptors: Foreign Countries, Business Education, Higher Education, Teacher Attitudes
Tri Puspa Rinjeni; Nur Aini Rakhmawati; Reny Nadlifatin – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This study identifies gamification element preferences based on Myers-Briggs Type Indicator (MBTI) characteristics. It measures the influence of preferences on learning motivation through a pre-experimental design of one group pre-test post-test. Background: Incorporating information technology in education has led to the introduction…
Descriptors: Foreign Countries, Personality Measures, College Students, Information Systems
Cecilia Madero-Gonzalez; Jesus Vazquez-Hernandez; Fernando Gonzalez Aleu – Quality Assurance in Education: An International Perspective, 2025
Purpose: This study aims to examine the impact of gamification on the five dimensions of meaningful learning (i.e. cooperative, active, authentic, constructive and intentional learning) and undergraduate student performance taking online lessons. Design/methodology/approach: Therefore, the authors conducted an experiment among undergraduate…
Descriptors: Gamification, Undergraduate Students, Online Courses, Engineering Education
Muhammad Ashraf Fauzi; Zuria Akmal Saad; Muhammad Ariff Aripin; Noraina Mazuin Sapuan – Journal of Computer Assisted Learning, 2025
Background Study: Gamification is an effective and interactive approach to engaging students in teaching and learning. As digital technology develops, higher education institutions (HEIs) must embrace and keep pace with gamification for interactive teaching and learning approaches. Objective: The purpose of this study is to review gamification in…
Descriptors: State of the Art Reviews, Gamification, Game Based Learning, Bibliometrics
Todd Partridge; Kady Schneiter – College Teaching, 2025
After encountering students who lost motivation throughout the semester, and finding most students' questions focused on how to improve their grade rather than on understanding the material, we developed a gamified grading structure hoping to remove students' barriers to motivation in the classroom. A brief review of the literature on known…
Descriptors: Gamification, Student Motivation, Resilience (Psychology), Grading
Yi-Fan Wang; Mei-Hua Hsu; Max Yue-Feng Wang – Health Education Journal, 2025
Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims…
Descriptors: Vocabulary Development, Medical Education, Game Based Learning, Nursing Students
Yixin Zhang; Sunnie Lee Watson – TechTrends: Linking Research and Practice to Improve Learning, 2025
This study investigates the impact of gamified project-based learning (GPBL) on the learning motivation of elementary students in rural China and investigates how they perceive GPBL. Using GPBL as an intervention, this study adopts a descriptive qualitative research design, where observation notes, interviews, and focus groups triangulate to…
Descriptors: Foreign Countries, Active Learning, Student Projects, Gamification
Isaac J. Pérez-López; Carmen Navarro-Mateos; Jose Mora-Gonzalez – Innovations in Education and Teaching International, 2025
The training of future teachers requires innovative strategies that involve and motivate students. The aim of this study was to analyse the impact of a digital serious game on students' emotional variables. A total of 62 students aged 22-23 years of age from a Master's degree participated. A digital serious game called 'The case of the stolen…
Descriptors: Computer Games, Educational Games, Psychological Patterns, Emotional Response
Ghanis Putra Widhanarto; Zamzami Zainuddin; Titi Prihatin; Sunawan Sunawan; Amirul Mukminin; Seftia Kusumawardani; Mulawarman Mulawarman – Information and Learning Sciences, 2025
Purpose: This study aims to examine the effectiveness of Web-based interactive (WBI) presentations in reducing students' cognitive load and increasing their situational interest in learning. Traditionally, many learning practices fail to optimize students' cognitive resources by presenting irrelevant content and activities. However, practical…
Descriptors: Internet, Web Based Instruction, Gamification, Cognitive Processes
Jihoon Kim; Anna Karrin Lindqvist; Darla M. Castelli – Journal of American College Health, 2025
Emerging adulthood is a developmental stage influenced by the regularity of healthy behaviors. Gamification is the motivational strategy using virtual rewards and social comparison. This study aimed to explore the feasibility and proof of concept of utilizing digital badges, leaderboards, and quests as gamified learning in a health course. All…
Descriptors: Gamification, Student Motivation, Physical Activity Level, Eating Habits
Daniell DiFrancesca; Dan Spencer – Instructional Science: An International Journal of the Learning Sciences, 2025
Classroom instructors regularly incorporate competitive activities into classroom instruction to increase student engagement and interest. However, research has identified negative impacts associated with competition in the classroom, bringing the efficacy of these activities into question. Further complicating the question of efficacy is the…
Descriptors: Competition, Class Activities, Undergraduate Students, Student Interests
Claudia Mattar; Soraia Oueida; Pauly Awad; Gheorghe Militaru; Hiba El Baalbaki – International Journal of Game-Based Learning, 2025
Leveraging gamification's potential in transforming the learning experience, this paper focuses on the application of technology in education to boost student learning and improve the education sector. A case study is presented where learning outcomes in two different environments are compared: traditional and gamified learning. The case study…
Descriptors: Gamification, Technology Uses in Education, Game Based Learning, Artificial Intelligence
Andreas Marougkas; Christos Troussas; Akrivi Krouska; Cleo Sgouropoulou – Smart Learning Environments, 2025
Virtual Reality has proven to be highly promising within the field of learning. Most VR learning methods do not effectively implement pedagogical models or adapt to the individual's learning style. This research aims to bridge this gap by integrating Fuzzy Cognitive Maps (FCMs), Flow Theory and Gamification within an educational Virtual Reality…
Descriptors: Computer Simulation, Computer Games, Educational Games, Computer Science Education
Khaldi, Amina; Bouzidi, Rokia; Nader, Fahima – Smart Learning Environments, 2023
In recent years, university teaching methods have evolved and almost all higher education institutions use e-learning platforms to deliver courses and learning activities. However, these digital learning environments present significant dropout and low completion rates. This is primarily due to the lack of student motivation and engagement.…
Descriptors: Gamification, Electronic Learning, Higher Education, Recognition (Achievement)
Svanberg, Mikael; Bergh, Daniel – SAGE Open, 2023
The use of game elements as a means to stimulate students' motivation has increased in a number of disciplines across the world after 2010, but apart from a few exceptional cases, it has not been possible to show a significant effect on academic achievement. In this study, the effects of game elements on academic achievement have been investigated…
Descriptors: Gamification, Preservice Teacher Education, Academic Achievement, Preservice Teachers

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