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Qi Zhang – Education and Information Technologies, 2025
This study aims to investigate and compare the efficiencies of gamification and ludicization in foreign language learning regarding learning outcome, readiness, engagement, and academic buoyancy. Regarding the theoretical frameworks, gamification and ludicization, feasible in foreign language learning through interaction and problem-solving…
Descriptors: Second Language Learning, Gamification, Outcomes of Education, Instructional Effectiveness
Iftita Rahmi; Tetty Rimenda; Tika Dwi Ariyanti – Journal of Education and Learning (EduLearn), 2025
Gamification is the process of adding game-like features and mechanics in nongame contexts, such as learning, training, or marketing, to make them more engaging, enjoyable, and effective. This scoping review aims to investigate the impact of gamification on student motivation and identify the most frequently used and effective elements of…
Descriptors: Gamification, Student Motivation, Nontraditional Education, Learner Engagement
Jiaopin Ren; Lixian Tian – Education and Information Technologies, 2025
Numerous scholars have empirically explored the impact of gamification on enhancing students' learning, yielding varied findings regarding the effectiveness of gamification, but whether students of different learning styles are all supportive of gamified education and game elements is still an open question. This study examined whether and why…
Descriptors: Cognitive Style, Gamification, Undergraduate Students, Game Based Learning
Francesco Poli; Marlene Meyer; Rogier B. Mars; Sabine Hunnius – Child Development, 2025
Humans are driven by an intrinsic motivation to learn, but the developmental origins of curiosity-driven exploration remain unclear. We investigated the computational principles guiding 4-year-old children's exploration during a touchscreen game (N = 102, F = 49, M = 53, primarily white and middle-class, data collected in the Netherlands from…
Descriptors: Foreign Countries, Young Children, Learning Motivation, Discovery Learning
Silvia Sipone; Victor Abella; Marta Rojo; José Luis Moura – Journal of New Approaches in Educational Research, 2025
Gamification is a widely utilised educational tool designed to promote specific behaviours. An effective gamification design must consider users' experiences and perceptions to enhance engagement and participation. This research is part of a broader study that develops gamified activities to teach primary school pupils about sustainable mobility.…
Descriptors: Gamification, Elementary School Students, Educational Games, Grade 5
Clément Desgourdes; Liliane Carmagnac; Caroline Rosaleen O'Neill – International Journal of Educational Management, 2025
Purpose: Interest in gamification as a relevant and innovative pedagogical tool has increased in recent years among academics and educators. While considerable literature has focused on the effectiveness of gamified learning, little is known about the motivations behind its adoption. By examining teachers' perspectives, which are often overlooked,…
Descriptors: Gamification, Teaching Methods, Foreign Countries, Adoption (Ideas)
Ahmad Afandi Yusri; Muhammad Zuhair Zainal – Journal of Education and Learning (EduLearn), 2025
The implementation of gamification in primary education has garnered significant attention for its potential to enhance learning experiences and outcomes. This systematic review examines the integration of gamification across various subjects in primary education from 2022 to 2024, focusing on the types of strategies employed and their impacts. By…
Descriptors: Gamification, Elementary Education, Game Based Learning, Instructional Effectiveness
Shannon Kispert – HAPS Educator, 2025
This paper explores the implementation of gamification in higher education, specifically within the anatomy and physiology classroom. By leveraging desirable game elements, such as rapid feedback, a low-stakes environment, and collaborative learning, educators may enhance student engagement, persistence, and overall learning experiences. I will…
Descriptors: Gamification, Higher Education, Anatomy, Physiology
Samuel J. Richardson; A. P. McRobert; D. Vinson; C. J. Cronin; C. Lee; S. J. Roberts – Quest, 2024
This study represents the first comprehensive qualitative systematic review on sport coaches' and teachers' perceptions and application of Game-Based Approaches (GBA) and Constraints-Led Approach (CLA). From searching 12 electronic academic databases from 1982 to 2020, 29 studies met the eligibility criteria and were included in the meta-study.…
Descriptors: Athletic Coaches, Teacher Attitudes, Educational Games, Content Analysis
Krishna Mohan Surapaneni – Biochemistry and Molecular Biology Education, 2024
Gamification is emerging as an active learning innovation in medical education to enhance student engagement and promote life-long learning in a unique and collaborative environment. Clinical enzymology in biochemistry is one of the core topics in the medical curriculum. However, students face challenges in comprehension and retention of…
Descriptors: Gamification, Medical Education, College Freshmen, Biochemistry
Verena Berger; David Koch – International Journal of Sustainability in Higher Education, 2024
Purpose: Educational institutions have a special social responsibility to initiate processes of sustainability transformation in society, nevertheless, activities that effectively address students as well as employees are rather moderate. To initiate change alongside strategic and political decisions, this paper aims to present findings of a…
Descriptors: Foreign Countries, Climate, Conservation (Environment), Gamification
Noemi Honorato; Aiganym Soltiyeva; Wilk Oliveira; Saul Emanuel Delabrida; Juho Hamari; Madina Alimanova – Smart Learning Environments, 2024
The education of autistic children presents significant challenges, compelling various educational stakeholders to seek solutions that can enhance teaching and learning experiences for these individuals. Among the most promising strategies are gameful approaches, including gamification, card games, and simulators. Despite recent efforts,…
Descriptors: Autism Spectrum Disorders, Students with Disabilities, Gamification, Educational Games
Jody A. Thompson – Journal of Extension, 2024
As coastal populations grow, so does the exposure to natural hazards such as hurricanes and flooding, creating the potential for increased social and economic disasters. The literature indicates coastal residents remain complacent when planning before, during, and after an event. There is a growing successful use of serious games in natural…
Descriptors: Game Based Learning, Educational Games, Natural Disasters, Planning
Daniel Jato-Espino; Marta Vila-Cortavitarte; Jorge Rodriguez-Hernandez; Daniel Castro-Fresno – Journal of Civil Engineering Education, 2024
Gamification has emerged in recent years as an application of game mechanics to improve learning processes through increased motivation and engagement. Civil engineering is a suitable field for gamification because it encompasses a variety of areas involving both management and fieldwork tasks. To gain insight into the use of gamified approaches…
Descriptors: Gamification, Civil Engineering, Engineering Education, Computer Simulation
Yildirim, Ibrahim; Cirak-Kurt, Sevilay – Education Reform Journal, 2022
Plenty of research has been carried out in order to determine the effect of gamification on learner motivation. The purpose of this study was to combine the experimental research results examining the effect of gamification on learner motivation and conducted between the years of 2010-2017 through a meta-analysis. The random effects model was used…
Descriptors: Gamification, Student Motivation, Design, Meta Analysis

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