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Dhanya Pramod – Journal of Applied Research in Higher Education, 2025
Purpose: The growth of the internet, access to technology and rapid digital transformations have paved the way for developing attack surfaces for individuals and organizations. There is a dire need to provide cybersecurity awareness most effectively. Gamification-based platforms have evolved to make cybersecurity education more engaging and…
Descriptors: Gamification, Computer Security, Information Security, Training
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HanXi Li; Younghwan Pan – Education and Information Technologies, 2025
This study based on the Hedonic Motivation System Adoption Model (HMSAM), the Expectation Confirmation Model (ECM), and Task Technology Fit (TTF), explores the factors influencing users' continuance intention in gamified learning within metaversity. A total of 286 valid questionnaires were collected using random sampling. The data were analyzed…
Descriptors: Gamification, Technology Uses in Education, Student Motivation, Models
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Fatih Mehmet Cigerci; Mehmet Arif Bozan; Nazmiye Gürel Cennetkusu – International Journal of Technology in Education, 2025
Vocabulary is another domain in which teachers seek support regarding instructional methods, strategies, and resources as it is still unclear which method is more efficient in vocabulary instruction because it is affected by a number of variables and coursebooks and curricula do not direct neither the teachers nor the students properly. How…
Descriptors: Literature Reviews, Meta Analysis, Gamification, Vocabulary Development
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Oscar Rodrigo González-López; María Buenadicha-Mateos; Juan Luis Tato-Jiménez; María Isabel Sánchez-Hernández – SAGE Open, 2025
Using a descriptive cross-sectional survey design, this study investigates how different player types--achiever, explorer, killer, and socializer--engage with gamified learning elements in higher education. Grounded in Self-Determination Theory--which emphasizes autonomy, competence, and relatedness in fostering intrinsic motivation--the research…
Descriptors: Gamification, Game Based Learning, Higher Education, Student Characteristics
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Leslie Worrell – HAPS Educator, 2025
Anatomy and physiology (A&P) often present significant challenges to nursing students, contributing to early academic attrition. To address this, a series of voluntary study sessions was implemented at a nursing-focused institution, combining student-led discussions with "Kahoot!"® -based gamified review. Over a four-year period,…
Descriptors: Gamification, Anatomy, Physiology, Nursing Education
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Lorena Latre-Navarro; Alejandro Quintas-Hijós; María-José Sáez-Bondía – Anatomical Sciences Education, 2024
According to self-determination theory, the need for competence, autonomy, and relatedness has been associated with intrinsic motivation. Fulfilling basic psychological needs can lead to better learning, academic performance, and well-being. In this study, an anatomy program integrated gamification and drawing methods to explore their influence on…
Descriptors: Anatomy, Gamification, Freehand Drawing, Student Needs
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Kai Guo; Yuchun Zhong; Zamzami Zainuddin; Samuel Kai Wah Chu – Education and Information Technologies, 2024
Given the crucial role of writing in both academic and workplace settings, teachers should constantly seek effective ways to improve their students' writing skills. The use of games or their elements to support the teaching and learning of writing has gained much attention in language education studies. Despite the increasing number of empirical…
Descriptors: Game Based Learning, Educational Games, Writing Instruction, Teaching Methods
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Mirza Rayana Sanzana; Mostafa Osama Mostafa Abdulrazic; Jing Ying Wong; Jaya Kumar Karunagharan; Jason Chia – Journal of Applied Research in Higher Education, 2024
Purpose: This paper presents two educational gamified virtual labs and investigates different methods of including gamified elements in virtual labs used for teaching. The purpose of this study is to investigate if immersive gamified virtual labs can be used as effective pedagogical tools by properly incorporating them into higher education…
Descriptors: Virtual Classrooms, Laboratories, Gamification, Higher Education
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Chunqi Li; Lishi Liang; Luke K. Fryer; Alex Shum – Journal of Computer Assisted Learning, 2024
Background: Leaderboards are among the most popular gamification elements in education. Some studies have implemented leaderboards and reported their individual effects on students' learning. Despite the emergence of relevant empirical studies, most of the existing reviews have only investigated the holistic impact of gamification. No previous…
Descriptors: Higher Education, Gamification, Evidence Based Practice, Learning Motivation
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Gabriela de Carvalho Barros Bezerra; Wilk Oliveira; Ana Cláudia Guimarães Santos; Juho Hamari – ACM Transactions on Computing Education, 2024
Despite recent high interest among researchers and practitioners in learning programming, even the most dedicated learners can struggle to find motivation for studying and practicing programming. Therefore, in recent years, several strategies (e.g., educational games, flipped classrooms, and visual programming languages) have been employed to…
Descriptors: Gamification, Programming, Computer Science Education, Workshops
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Heeyun Kim – Asia Pacific Education Review, 2024
Despite the movement toward post-new public management in western countries, the new public (NPM) management model is still a popular managerialism adopted in many countries where the history of neoliberal governance is relatively short. While the principal-agent theory has been primarily used for analyzing education policy within the NPM context,…
Descriptors: Principals, Administrator Role, Educational Policy, Policy Analysis
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Ilkem Ozdinc; Gaye Defne Ceyhan – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2024
Gamified-integrated STEM is a technique that combines integrated STEM stages with gamification elements and can engage individuals in climate change communication. This paper presents a gamified-integrated STEM activity focused on global climate change. The activity includes gamified-integrated STEM instructional stages implemented in 6 lesson…
Descriptors: Gamification, STEM Education, Learning Activities, Climate
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Kirk Vanacore; Ashish Gurung; Adam Sales; Neil Heffernan – Society for Research on Educational Effectiveness, 2024
Background: Gaming the system -- attempting to progress through a learning activity without learning (R. Baker et al., 2008) -- is an enduring problem that reduces the efficacy of Computer Based Learning Platforms (CBLPs). Researchers made substantial progress in identifying instances when students are gaming the system (Baker et al., 2006; Dang…
Descriptors: Gamification, Program Effectiveness, Computer Assisted Instruction, Feedback (Response)
Kimberly A. Redman; Darunporn Honghern – ProQuest LLC, 2024
The Gamification Game ON! Starter Kit provides educators with resources and instruction to create a gamified classroom. This kit aims to simplify the process for educators while maintaining their creative freedom, and outlines a summary of the research, design, and development of an educator kit to incorporate gamification in their classroom.…
Descriptors: Gamification, Teaching Methods, Educational Games, Game Based Learning
Darunporn Honghern; Kimberly A. Redman – ProQuest LLC, 2024
The Gamification Game ON! Starter Kit provides educators with resources and instruction to create a gamified classroom. This kit aims to simplify the process for educators while maintaining their creative freedom, and outlines a summary of the research, design, and development of an educator kit to incorporate gamification in their classroom.…
Descriptors: Gamification, Teaching Methods, Educational Games, Game Based Learning
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