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Mohanty, Sattwik; Christopher, B. Prabu – Learning Organization, 2023
Purpose: This paper aims to examine how gamification components affect training outcomes through intrinsic or extrinsic motivation (IM and EM), drawing on the self-determination motivation theory. Design/methodology/approach: In this study, survey method has been used to analyse the hypotheses and objective of the research. A total of 260 surveys…
Descriptors: Gamification, Training, Motivation, Incentives
Yeh, Ching-Hsuan; Wang, Yi-Shun; Wang, Yu-Min; Liao, Ting-Jun – Interactive Learning Environments, 2023
Mobile phones are now used ubiquitously in everyday life around the world. However, using mobile devices for learning activities (i.e. m-learning) is not as popular as initially expected. This study explores the factors that affect m-learning apps acceptance among mobile phone users and investigates how personality, readiness, and motivation…
Descriptors: Handheld Devices, Educational Technology, Gamification, Electronic Learning
Weitl-Harms, Sherri; Spanier, Adam; Hastings, John; Rokusek, Matthew – Journal of Cybersecurity Education, Research and Practice, 2023
Gamification in education presents a number of benefits that can theoretically facilitate higher engagement and motivation among students when learning complex, technical concepts. As an innovative, high-potential educational tool, many educators and researchers are attempting to implement more effective gamification into undergraduate coursework.…
Descriptors: Gamification, Undergraduate Students, Information Security, Game Based Learning
Cheng, Yung-Ming – International Journal of Information and Learning Technology, 2023
Purpose: The purpose of this study is to propose a research model based on the stimulus-organism-response (S-O-R) model to test whether network externality, gamification and media richness as environmental feature antecedents to learners' learning engagement (LE) can affect their continuance intention of massive open online courses (MOOCs).…
Descriptors: MOOCs, Models, Intention, Gamification
Feng, Zeping; Lau, Newman; Zhu, Mengxiao; Liu, Mengru; Refati, Rehe; Huang, Xiao; Lee, Kun-pyo – Smart Learning Environments, 2023
In Mainland China, the sports training process of most players is highly homogenized, the convergence of which makes them ineffectively be identified with their individual and specific profile and difficult for them to play the sports according to their strengths and characteristics. Moreover, existing sports training software does not…
Descriptors: Foreign Countries, Youth, Team Sports, Training
II Patrick Michael Damon – ProQuest LLC, 2023
The purpose of this study was to examine the effects of gamified training in cybersecurity concepts on individuals not employed in information technology roles compared to traditional pieces of training. As the world becomes increasingly connected technologically, so too do the cyber vulnerabilities increase, and it is essential for all types of…
Descriptors: Information Technology, Information Security, Computer Security, Gamification
Fabian Arlt; Hans-Jürgen Arlt – SpringerBriefs in Education, 2023
This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online…
Descriptors: Gamification, Video Games, Computer Games, Artificial Intelligence
Lucas, Elizabeth – ProQuest LLC, 2023
The United States is facing a current and worsening nursing workforce shortage which poses a threat to today's healthcare structure. Strategies to combat this shortage by increasing the number of qualified applicants admitted to nursing programs each year have been implemented. In addition to increasing the number of students admitted each year,…
Descriptors: Nursing Students, Gamification, Learner Engagement, College Faculty
Maryantoniette Surdo – ProQuest LLC, 2023
Learning takes motivation; therefore, educators need to pay attention to what motivates the student to improve one's learning. It was not known how community college psychology students describe the use of gamification as a motivator for improved learning. The purpose of this qualitative descriptive study was to explore how psychology students at…
Descriptors: Community College Students, Psychology, Gamification, Student Motivation
Early, Kristen N. – ProQuest LLC, 2023
The purpose of this quantitative study was to determine if a statistically significant difference existed in student growth and proficiency scores between students receiving gamified math instruction compared to those receiving non-gamified math instruction in a suburban middle school in Tennessee. This investigation is based on the theoretical…
Descriptors: Gamification, Mathematics Instruction, Mathematics Achievement, Competence
Oliveira, Renata Pereira; Santos, Igor Leão; de Souza, Cristina Gomes; Reis, Augusto da Cunha; de Souza, Wallice Medeiros – Interactive Technology and Smart Education, 2023
Purpose: COVID-19 played a crucial role in the development and enlargement of learning via electronic media. Still, the recent fourth industrial revolution [Industry 4.0 (I4.0)] paved the road toward Education 4.0. In this regard, several research challenges arise, involving the preparation of gamification strategies in online learning…
Descriptors: Electronic Learning, Gamification, Educational Technology, Online Courses
Sipone, Silvia; Abella, Victor; Rojo, Marta; Moura, José Luis – Education and Information Technologies, 2023
The concept of sustainable mobility is related to the fulfilment of certain conditions that consider environmental, economic and social factors when making decisions on transport activity. The recognition of the role of education as a key factor for sustainable development and sustainable mobility has been growing. Therefore, the development of…
Descriptors: Sustainability, Electronic Learning, Gamification, Elementary School Students
Rodrigues, Luiz; Pereira, Filipe; Toda, Armando; Palomino, Paula; Oliveira, Wilk; Pessoa, Marcela; Carvalho, Leandro; Oliveira, David; Oliveira, Elaine; Cristea, Alexandra; Isotani, Seiji – ACM Transactions on Computing Education, 2022
Students face several difficulties in introductory programming courses (CS1), often leading to high dropout rates, student demotivation, and lack of interest. The literature has indicated that the adequate use of gamification might improve learning in several domains, including CS1. However, the understanding of which (and how) factors influence…
Descriptors: Gamification, Programming, Computer Science Education, Introductory Courses
A Gamified Method for Construction Engineering Education: Learning through Guided Active Exploration
Mohammad Ilbeigi; Diana Bairaktarova; Romina Ehsani – Journal of Civil Engineering Education, 2024
Experiential learning through active exploration can play a vital role in fostering critical thinking and problem-solving skills in engineering education. However, the complex nature of the construction industry in the 21st century cannot afford an education through trial and error in a real environment. This case study aims to promote…
Descriptors: Gamification, Educational Games, Engineering Education, Active Learning
David Faitelson; Shai Gul; Michal Arieli – PRIMUS, 2024
Exercise is essential for mastering mathematics, but it faces two major hurdles. First, students are often not motivated to do their homework. Second, checking traditional homework is a manual and labor-intensive process that becomes harder to support as the number of students increases. We argue that computer games could alleviate both problems.…
Descriptors: Mathematics Instruction, College Mathematics, Homework, Computer Games

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