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Pumudu A. Fernando; H. K. Salinda Premadasa – Educational Technology & Society, 2024
Children born after 2010 are labelled as members of Generation Alpha, who currently pursue their primary education. Gamification and game-based learning methodologies have gained popularity in the global education sector in the recent past. The goal of this study is to investigate the present state of adopting gamification and game-based learning…
Descriptors: Gamification, Game Based Learning, Literature Reviews, Elementary School Students
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Zhiru Wang; Jamalludin Harun; Yihuan Yuan – Journal of Information Technology Education: Research, 2024
Aim/Purpose: The purpose of this systematic literature review is to explore the use of gamification in reading instruction between 2020 and 2024, focusing on the main theories and models, implementation strategies in various educational settings, measurable effects on student engagement and comprehension, and future directions for research.…
Descriptors: Reading Instruction, Gamification, Learner Engagement, Student Motivation
Jeremy Jon Bro – ProQuest LLC, 2023
Secure Code Education (SCE) is the compliance requirement for many organizations in the U.S. Consequently, many U.S. companies spend large sums on programs and tooling to meet this requirement and to upskill their developers. This tooling is largely underutilized. Classes beyond the bare required minimum are often not taken advantage of, leaving…
Descriptors: Coding, Gamification, Vignettes, Programming
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Yuyun Elizabeth Patras; Muhammad Japar; Yuli Rahmawati; Rais Hidayat – Educational Process: International Journal, 2025
Background/purpose: Globalization and the advancement of communication technology have increased diversity and complexity, including in education. Diversity is currently in classrooms. This situation adds a need for multicultural competence. Materials/methods: This research explains the creation of new products through learning models to develop…
Descriptors: Culturally Relevant Education, Teaching Methods, Indigenous Knowledge, Gamification
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Yasumasa Yamaguchi; Yuta Mitsuhashi – Journal of Interactive Learning Research, 2025
This study examines the impact of a Local Revitalization RPG in Ishinomaki City, Japan, as a tool for enhancing regional attachment, cultural awareness, and educational engagement among university students. Following the devastating Great East Japan Earthquake of 2011, Ishinomaki has sought innovative strategies to foster recovery and preserve…
Descriptors: Gamification, Educational Games, Foreign Countries, Community Development
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Xiaomei Li; Ruiyi Li – Innovations in Education and Teaching International, 2025
Nowadays, gamification has gained widespread acceptance in education. However, limited studies have focused on whether and how game-based learning impacts university students' creativity. This study aims to explore the relationship between university students' engagement in game-based learning and their creativity. By drawing upon flow theory…
Descriptors: Foreign Countries, Gamification, Game Based Learning, Creativity
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Borbála Bacsa-Károlyi; Máté Fridrich; Anikó Fehérvári – Journal of Digital Learning in Teacher Education, 2025
This research examines Hungarian pre-service teachers' attitudes toward gamified education (n = 29) and investigates the effects of a gamified course on these attitudes using a quasi-experimental research design. Employing a mixed-methods approach, the study gathers data through questionnaires, metaphor analysis, focus group interviews,…
Descriptors: Foreign Countries, Preservice Teacher Education, Preservice Teachers, Student Attitudes
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Wilk Oliveira; Pasqueline Dantas Scaico; Juho Hamari; Zhaoxing Li; Lei Shi – Journal of Computer Assisted Learning, 2025
Background: Gamification has been used in recent years to enhance the student experience in educational environments and to help students achieve an optimal experience. However, there is limited empirical evidence of the effects of gamification on specific psychological experiences, such as the students' flow experience, which is a highly…
Descriptors: Gamification, Learning Management Systems, Game Based Learning, Student Experience
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James Russo; Toby Russo – Mathematics Teacher Education and Development, 2025
Mathematical games are widely used in primary school classrooms, yet the activities that are labelled as "games" vary considerably in their structure, cognitive demands, and potential to support student reasoning. This conceptual paper offers a typology that distinguishes between pseudo-games, superficial games, gamification, and…
Descriptors: Mathematics Education, Elementary School Mathematics, Gamification, Game Based Learning
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M. Furkan Kurnaz; Nilüfer Koçtürk – Psychology in the Schools, 2025
Gamification is widely used to enhance student learning and engagement. This meta-analysis focused on experimental research examining the effects of gamification on student motivation in K-12. Studies were retrieved from Scopus, PubMed, Web of Science, and ProQuest, resulting in 279 articles screened, with 31 meeting the inclusion criteria. The…
Descriptors: Meta Analysis, Student Motivation, Gamification, Elementary Secondary Education
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Zhongling Pi; Qiuchen Yu; Yi Zhang; Yan Li; Hui Chen; Jiumin Yang – Journal of Computer Assisted Learning, 2024
Background: Leaderboards are a highly popular gamification component used in student learning to enhance motivation, attentional engagement, and learning performance. However, few studies have examined the effects of individual leaderboard elements on English vocabulary learning through video lectures. Objectives: The present study aimed to…
Descriptors: Gamification, Student Motivation, Learner Engagement, Academic Achievement
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Adegoke Oke; John Serbe Marfo; Thomas Kull; Dale Rogers; Afia Frimpomaa Asare Marfo; Mohammed Hassan Noor; SudHanshu Mishra; Bridget McHenry; Sharmila Raj – Decision Sciences Journal of Innovative Education, 2024
The use of gamification to enhance learning in education has been well documented. However, little is known about whether gamification can impact supply chain management knowledge and behaviors among healthcare professionals. In this study, we tested the effectiveness of a simulation app (ShipShape) designed and developed to gamify the fundamental…
Descriptors: Instructional Effectiveness, Gamification, Supply and Demand, Information Management
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Carmen Llorente-Cejudo – Journal of New Approaches in Educational Research, 2024
Gamifying educational practices is a trend in the field of education, especially in universities. Knowing which dimensions are significant in active gamified methodologies allows understanding the extent to which a dimension depends on another if there is a correlation between them. Through the GAMEX (gameful experience in gamification) scale,…
Descriptors: Gamification, Mastery Learning, College Students, Educational Experience
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Toby Russo; James Russo – Australian Primary Mathematics Classroom, 2024
Mathematical games can be used to engage learners, promote fluency and deepen conceptual understanding. When considering the level of engagement of students, sometimes a small change can have a large impact. Something as simple as switching dice for cards in a game and, importantly, introducing a 'non-replacement' mechanism to the gameplay, can…
Descriptors: Foreign Countries, Mathematics Instruction, Educational Games, Gamification
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Peng Wei Hsiao; Ling Qi Kong; Yu ling Ye – Interactive Learning Environments, 2024
Tennis elbow, known as lateral epicondylitis in medical terms, which affects the daily life function of most patients. Many patients are becoming less willing to practice traditional rehabilitation due to time and space constraints and the need to go to the hospital for rehabilitation. In this study, the concept of user experience, and the remote…
Descriptors: Computer Simulation, Rehabilitation, Experiential Learning, Influence of Technology
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