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Atthaphon Wongla; Pinanta Chatwattana; Pallop Piriyasurawong – Journal of Education and Learning, 2025
The architecture of the computational thinking with gamified using artificial intelligence prompt engineering, or architecture of the CT platform with gamified, is a learning tool intended to promote activity-based learning that focuses on problem-solving by doing. This platform is fabricated with the combination of computational thinking process…
Descriptors: Artificial Intelligence, Gamification, Experiential Learning, Problem Solving
Eliseo Vilalta-Perdomo, Editor; Alessandra Scroccaro, Editor; David Ernesto Salinas-Navarro, Editor; Rosario Michel-Villarreal, Editor – Emerald Publishing Limited, 2025
Written by teachers for educators and researchers, this is the first handbook to present a series of insights that teachers may use to conceive, design, execute, and develop active learning experiences for authentic assessment that will enrich students' learning experiences. Active Learning considers a series of educational methods where students…
Descriptors: Active Learning, Performance Based Assessment, Transformative Learning, Cooperative Learning
Chinnaphat Junruang; Issara Kanjug – Educational Process: International Journal, 2025
Background/purpose: In response to the increasing need to foster future-ready competencies, this study investigates the relationship between computational thinking (CT) and creative thinking (CrT) in early childhood. Traditional early education often overlooks the integration of these higher-order cognitive skills. This research aims to examine…
Descriptors: Foreign Countries, Preschool Children, Kindergarten, Artificial Intelligence
Luqman Hakim; Riza Yonisa Kurniawan; Mohamad Arief Rafsanjani; Moh. Danang Bahtiar; Aniek Hindrayani; Muhammad Hasan; Leny Noviani; Zain Fuadi Muhammad Roziqifath – Educational Process: International Journal, 2025
Background/purpose. The purpose of this research is to analyse and aim to develop a gamification-based learning tool. This is due to the diverse learning needs and responds to the challenge of differentiated learning that is student-centred in the classroom rather than teacher-centred. Materials/methods. The research method used is a research…
Descriptors: High School Students, Gamification, Economics Education, Individualized Instruction
Mujeebur Rahim; Lubna Ali Mohammed; Saba Batool – International Journal of Technology in Education, 2025
Using gamification in assessments makes learning more engaging and encourages students to participate actively in the classroom. This study investigates the effect of gamification-based formative assessment on academic achievement among primary school students in the context of mathematics learning. Randomized pretest-posttest control group design…
Descriptors: Foreign Countries, Grade 5, Elementary School Students, Mathematics Achievement
Bin Hu; Kairong Li; Yingyi Zhang – SAGE Open, 2025
With the rapid development of information technology, telecommunication network fraud poses a serious threat to college students. Urgent action is needed to enhance their awareness of fraud prevention through effective educational methods. This study constructed a behavioral willingness model to use an anti-fraud educational game among university…
Descriptors: Deception, Telecommunications, College Students, Gamification
Kat A. Sanders; Adam M. Taylor – Anatomical Sciences Education, 2025
The language of anatomy, with its roots in Ancient Greek and Roman languages, is complex and unfamiliar to many. Its complexity creates a significant barrier to public knowledge and understanding of anatomy--many members of the public find themselves asking "what does it mean?", and this can manifest as poor health literacy and outcomes.…
Descriptors: Anatomy, Language Usage, Science Education, Public Education
Marcela Pessoa; Marcia Lima; Fernanda Pires; Gabriel Haydar; Rafaela Melo; Luiz Rodrigues; David Oliveira; Elaine Oliveira; Leandro Galvao; Bruno Gadelha; Seiji Isotani; Isabela Gasparini; Tayana Conte – IEEE Transactions on Learning Technologies, 2024
Game designers and researchers have sought to create gameful environments that consider user preferences to increase engagement and motivation. In this sense, it is essential to identify the most suitable game elements for users' profiles. Designers and researchers must choose strategies to classify users into predefined profiles and select the…
Descriptors: Educational Environment, Game Based Learning, Classification, Learner Engagement
Yi-Chun Chen; Gwo-Jen Hwang; Chiu-Lin Lai – Education and Information Technologies, 2024
Self-regulatory learning skills are recognized as an essential factor motivating students to learn. The lack of self-regulatory learning skills could reduce students' learning performance. Therefore, engaging students in making learning plans, executing the plans, and reflecting on their learning remains a challenge for teachers. To address this…
Descriptors: Self Management, Gamification, Handheld Devices, Student Motivation
Marcelo Magioli Sereno; Huat Bin Ang – International Journal of Training and Development, 2024
This study contributes to the comparative analysis of outcomes between gamified and traditional training systems in the banking sector. On-the-job training is a vital aspect of the process of enhancing work performance within organizations. Thus, by employing a case-based asymmetric configural approach rooted in nonlinear and contrarian case…
Descriptors: Employees, Banking, Gamification, Work Attitudes
Tri Wahyuningsih; Eko Sediyono; Kristoko Dwi Hartomo; Irwan Sembiring – Journal of Education and Learning (EduLearn), 2024
Gamification can make learning more fun and engaging for students. Software engineering can utilize gamification to help students learn and improve their skills from the complexity of software engineering. This study used quantitative research to examines perceived ease of use, student satisfaction, and perceived usefulness to measure gamification…
Descriptors: Gamification, Educational Quality, Intention, Computer Software
Xiuhan Li; Yuqin Yang; Samuel Kai Wah Chu – Educational Technology Research and Development, 2024
Gamification is gaining popularity in education because of its positive effects on learning motivation and engagement. However, several studies have doubted the long-term sustainable effects of gamification pedagogy, arguing that it provides only short-term benefits. Therefore, the purpose of this work is to explore the sustainability of…
Descriptors: Children, Reading Skills, Gamification, Intervention
Ryan Hare; Ying Tang; Sarah Ferguson – IEEE Transactions on Education, 2024
Contribution: A general-purpose model for integrating an intelligent tutoring system within a serious game for use in higher education. Additionally, this article also offers discussions of proper serious game design informed by in-classroom observations and student responses. Background: Personalized learning in higher education has become a key…
Descriptors: Intelligent Tutoring Systems, Game Based Learning, Gamification, Student Attitudes
Mouna Denden; Ahmed Tlili; Soheil Salha; Mourad Abed – Technology, Knowledge and Learning, 2024
Several studies highlight the effects of gamification on behavioral changes in education. Furthermore, the students' personality traits were shown to be an important factor on the different levels of perception of educational gamification systems. However, despite the importance of considering personality in educational gamification, little is…
Descriptors: Gamification, Personality Traits, Student Behavior, Learner Engagement
Ya Xiao; Khe Foon Hew – Interactive Learning Environments, 2024
In recent years, many studies have highlighted the need to go beyond the "one-size-fits-all" gamification approach to tailored or personalised gamification to optimise students' engagement based on their user attributes. However, little is known about its effectiveness on student engagement. To advance the understanding of personalized…
Descriptors: Individualized Instruction, Gamification, Student Participation, Learner Engagement

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