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Olga V. Sergeeva; Ekaterina V. Zvereva; Yuliya P. Kosheleva; Marina R. Zheltukhina; Alexey I. Prokopyev; Denis A. Dobrokhotov – Contemporary Educational Technology, 2024
This article has crafted a detailed bibliometric review of gamified learning in higher education which provides the reader a broad scientific background and an overview of relevant publications and their up-to-date status in this growing domain. The study examines the spread of publications over the time, revealing a development of a dynamic curve…
Descriptors: Gamification, Higher Education, Educational Research, Publications
Charlotte Smith; Cath Gregory; Lucy Bryant – International Journal of Language & Communication Disorders, 2024
Background: Undertaking voice and communication training is an important part of the gender-affirming journey for many trans, gender-diverse and non-binary individuals. Training supports the alignment of voice with gender identity helping to reduce gender dysphoria as individuals are better able to connect with their voices. However, for training…
Descriptors: Computer Simulation, Speech Therapy, Sexual Identity, LGBTQ People
Özge Kaya; Kader Sürmeli – Online Submission, 2024
This study investigated how history education can be transferred to the virtual world in line with aesthetic and reality concerns through computer-aided design programs and how this transfer can contribute to the instructiveness of historical science. The study hypothesized that advanced technologies enable more effective visualization of…
Descriptors: History Instruction, Computer Assisted Design, Game Based Learning, Electronic Learning
Adele H. T. Kam; Irfan N. Umar – Journal of Computing in Higher Education, 2024
Research in gamified learning is still needed to expound how gamification may be employed to realistically yield positive effects on learning motivation. It is essential to evaluate whether gamification can foster autonomous forms of motivation, such as intrinsic motivation, which has been related to learning persistence and performance quality,…
Descriptors: Gamification, Learning Activities, Learning Motivation, Game Based Learning
Byrge, James A. – ProQuest LLC, 2023
Although research into gamification describes the pedagogy as contextual-based, there is minimal research into analyzing the context when implementing gamification. This research study aimed to examine how professional instructional designers experience analyzing higher education course rooms before implementing gamification into a higher…
Descriptors: Instructional Design, Gamification, Higher Education, Educational Environment
Zainuddin, Zamzami; Rasyidin, Rasyidin; Zanzibar, Zanzibar; Aruni, Fidhia; Nurmasyahyati, Nurmasyahyati – Journal of Applied Research in Higher Education, 2023
Purpose: A lack of research has reported how playful gamification is applied to adult learners as an idea of andragogical instruction. Thus, this study aims to identify how the concept of gamification was used for adult learners in an online class during the COVID-19 pandemic and its impact on learning performance and motivation with the guidance…
Descriptors: Andragogy, Gamification, Adult Students, Online Courses
Machmud, Muhammad Takwin; Wattanachai, Suchat; Samat, Charuni – Educational Technology Research and Development, 2023
This study is focusing on synthesizing the theoretical and designing framework of constructivist gamification environment models to enhance ill-structured problem solving in learning science. The research model used is based on model development (phase 1) proposed by Richey & Klein. This research consists of two phases as follow: (1) to…
Descriptors: Constructivism (Learning), Gamification, Educational Environment, Problem Solving
Rodrigo Rodrigues Major; Miguel Mira da Silva – Cogent Education, 2023
Gamification has the potential to enhance learner motivation and increase participation, thereby improving MOOC's retention rates. However, challenges exist in finding the balance between learning and gamification elements and ensuring effective implementation, as well as the limited availability of established gamification frameworks tailored for…
Descriptors: Gamification, MOOCs, Instructional Design, Learner Engagement
Triantafyllou, Serafeim A.; Georgiadis, Christos K. – Informatics in Education, 2022
The rapid development of technology in today's times make business' survival a rather complex task. It is therefore necessary for the specialized organization and administration of each company to differentiate and strengthen its competitive advantages. Gamification is an established practice in many business domains and can enforce employees to…
Descriptors: Gamification, Design, Computer Software, Business
Tori, Allan Amaral; Tori, Romero; Nunes, Fatima de Lourdes dos Santos – IEEE Transactions on Learning Technologies, 2022
Inclusion of game elements in health education has proved to be effective in helping student training. Commonly termed as "serious games" these gamified systems can be an alternative to empower and motivate students during the learning process. The literature contains serious games for professional training in many health-related areas,…
Descriptors: Health Education, Educational Games, Gamification, Program Evaluation
Khaled Alhasan; Khawla Alhasan; Samaa Alhashimi – International Journal of Game-Based Learning, 2025
This qualitative case study aims to enhance the acceptance and adoption of gamification in higher education, focusing on the American University of Bahrain (AUBH) as a unique context. Grounded in the Unified Theory of Acceptance and Use of Technology (UTAUT), this research investigates the integration of gamification in AUBH and its influencing…
Descriptors: Gamification, Higher Education, Technology Integration, Foreign Countries
Marina Martínez-Carmona; G. Enrique Ayuso Fernández; Manuel Fernández-Díaz; Francisco Serrano-García; Antonia Plaza Griñán – Biochemistry and Molecular Biology Education, 2025
Knowledge about genetics is essential to build a society capable of participating in socioscientific and ethical debates. However, this subject remains difficult for students, making it necessary to develop new educational strategies, such as gamification. Thus, two main objectives are established in this work: (a) to design and evaluate…
Descriptors: Genetics, Science Instruction, Gamification, Game Based Learning
Kanjana Jansukpum; Suepphong Chernbumroong; Kannikar Intawong; Pradorn Sureephong; Kitti Puritat – New Review of Academic Librarianship, 2025
The objective of the present study was to examine the effects of using gamification implemented in immersive virtual reality for the promotion of library services in the university library including knowledge acquisition, knowledge retention and user engagement. In terms of research procedure, we divided the participants into Gamified and…
Descriptors: Computer Simulation, Library Services, Gamification, Knowledge Level
Zi-Gang Ge; Qing Li – Education and Information Technologies, 2025
The present study explores the impact of different levels of competition involved in gamified learning on adult e-learners' intrinsic motivation, learning engagement, and language learning performance. One hundred and twenty participants were evenly and randomly assigned to two groups. A gamified learning procedure with a higher level of…
Descriptors: Gamification, Adult Students, Adult Learning, Electronic Learning
Rohaida Mazlan; Zamri Mahamod; Khairul Azhar Jamaludin – Journal of Education and Learning (EduLearn), 2025
In recent years, the flipped classroom model has garnered significant attention in education, marking a shift from conventional teaching methods to a more student-centered approach. This systematic review delves into the implementation of flipped classrooms and their influence on educational environments. The focus is on effective teaching…
Descriptors: Flipped Classroom, Blended Learning, Technology Uses in Education, Gamification

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