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Nerea López-Bouzas; M. Esther del Moral-Pérez – Review Journal of Autism and Developmental Disorders, 2025
The aim of this study is to review the available research (N = 70) derived from the use of Gamified Environments and Serious Games with people with Autistic Spectrum Disorder (ASD), identifying: authorship, nationality, publication period, topic, and design of the investigation. After that, the advantages and limitations observed are identified.…
Descriptors: Gamification, Educational Games, Autism Spectrum Disorders, Interpersonal Competence
Florian Scheuring; Jamie Thompson – Studies in Higher Education, 2025
Skills and knowledge which increase the likelihood of university graduates finding employment is an increasingly important factor for higher education institutions. Even though subject matter expertise remains a primary objective, supporting students to build life skills that are desired by employers is essential to enhance graduate employability.…
Descriptors: Employment Potential, Simulation, Skill Development, Experiential Learning
Conrad Borchers; Cindy Peng; Qianru Lyu; Paulo F. Carvalho; Kenneth R. Koedinger; Vincent Aleven – Grantee Submission, 2025
Many AIED systems support self-regulated learning, yet, support for setting and achieving practice goals has received little attention. We examine how middle school students respond to system-recommended practice goals, building on the success of similar data-driven recommendations in other domains. We introduce an adaptive dashboard in an…
Descriptors: Goal Orientation, Student Attitudes, Self Control, Intelligent Tutoring Systems
G. Ramesh; Al-Maskari Azzah; Mohammed Said Al-Mughairi Habiba; Santos Mary Pauline – Learning and Teaching in Higher Education: Gulf Perspectives, 2025
Purpose: The purpose of this research was to examine the impact of gamification on students' engagement and to understand their perceptions of gamification as a teaching and learning style. Design/methodology/approach: The participants in this research were students who had studied the principles of accounting courses at University of Technology…
Descriptors: Foreign Countries, Gamification, Learner Engagement, Accounting
Mohsen Keshavarz; Leili Mosalanejad – International Journal of Learning Technology, 2025
Using educational games is one of the fun and effective teaching methods. The purpose of this research is to design and implement an educational gamification program in the form of blended learning models and also, evaluate it in students' learning environments and accept it from students' points of view in multi-trial groups. This research is…
Descriptors: Educational Games, Gamification, Blended Learning, Student Attitudes
Chalida Sanemueang – Journal of Education and Learning, 2025
The proficiency of English language in Thailand is considered as a crucial factor prioritized across various sectors to enhance the population's capacities. All educational institutions, from kindergarten to tertiary levels, emphasize the improvement of English competence through diverse pedagogical approaches and the application of the Common…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Gamification
Ika Maryani; Suyatno Suyatno; Ika Arfiani; Muhammad Nizaar; Irnin Agustina Dwi Astuti; Dwi Sulisworo – Educational Process: International Journal, 2025
Background/purpose: As a developing country with a wide area, Indonesia often experiences problems with equal access and quality of learning, specifically in remote schools. To overcome these challenges, several studies have proposed using gamified mobile-based learning as an effective alternative. Therefore, this study aims to explore students'…
Descriptors: Gamification, Electronic Learning, Learner Engagement, Rural Schools
Jon-Chao Hong; Tzu-Yu Tai; Fen-Yuan Liang – British Journal of Educational Technology, 2025
A wide variety of gamification tools are available for language learning; however, few studies have explored the impact of Flippity-Connecto (hereafter referred to as Connecto) on learners' cognitive and affective processes. Connecto, a game similar to Tic-Tac-Toe, was designed to assist students in learning English as a foreign language (EFL).…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Gamification
Brinley Kantorski; Kelly Bruzdewicz; Kara Fedje; Kristin M. Bass; John A. Pollock – Discover Education, 2025
A long history of misinformation has led to anti-vaccine sentiment, risking everyone's health. Despite public health campaigns, vaccine hesitancy rates have not declined. In response, we created an educational board game to address the fundamental science of vaccine development. The cooperative game guides players through identifying a novel…
Descriptors: Adolescents, Knowledge Level, Self Esteem, Immunization Programs
Arthur Dela Peña – Research in Learning Technology, 2025
Traditional teaching methods in Aircraft Maintenance Technology (AMT) often struggle to maintain student engagement, motivation, and knowledge retention. While gamification has been recognised as a potential solution, its application in AMT education remains underexplored, particularly in bridging theoretical knowledge with practical skill…
Descriptors: Foreign Countries, Aviation Mechanics, Gamification, Technology Uses in Education
Tamas Balla; Sandor Kiraly; Roland Kiraly – Discover Education, 2025
Educational games have gained widespread interest among teachers and researchers across various fields due to their capacity to engage students, foster active participation, and improve learning outcomes. In the context of computer programming, which demands significant cognitive effort, the use of educational games has grown substantially. While…
Descriptors: Educational Games, Gamification, Programming, Programming Languages
Guo-lin Wang; Goodarz Shakibaei; Fidel Çakmak – British Educational Research Journal, 2025
Language learning practices have transformed significantly due to the advent of digital technologies like artificial intelligence (AI) tools and gamified mobile applications. This study explored the effects of gamified mobile language learning (GMLL) and AI-assisted language learning (AIALL) on academic integrity, creative trait motivation and…
Descriptors: Gamification, Second Language Learning, English (Second Language), Males
Alma Hisela; Cecilia Duenas – International Journal of Education in Mathematics, Science and Technology, 2025
This research study examines the impact of the online tool "Classbank" on student engagement in reassessment in middle school. Research questions for this study are (1) To what extent does Classbank affect students' willingness to improve their performance through reassessment? and (2) How do students perceive the role of Classbank in…
Descriptors: Middle School Students, Learner Engagement, Educational Technology, Technology Uses in Education
Taklaew Klaewkla; Rukthin Laoha; Raweewan Auppawitsawakorn; Kotchaporn Seekarean – Higher Education Studies, 2025
This study developed and validated an instructional model that integrates Artificial Intelligence (AI), gamification, collaboration, and engagement in English as a Foreign Language (EFL) learning. Using a three-phase consensus-based approach, Phase 1 synthesized theoretical foundations from Communicative Language Teaching (CLT), Second Language…
Descriptors: Artificial Intelligence, Technology Uses in Education, Gamification, English (Second Language)
Luo, Zhanni – Education and Information Technologies, 2023
The current study is a scale development one that investigates the determinants of PU in the context of using gamified learning tools for classroom-based English-as-a-second-language (ESL) teaching. Gamified learning tools (GLTs) refer to educational websites, software, or mobile apps that employ game design elements to improve learning engagement…
Descriptors: Gamification, English (Second Language), Second Language Instruction, Test Construction

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