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Al-Malki, Laila; Meccawy, Maram – Computers in the Schools, 2022
In this study, a personalized gamified recommender system was developed to help secondary-school students in Saudi Arabia learn computer programming. This recommender system supports those students by providing personalized recommendations to address their weaknesses and increase their motivation toward computer programming. A total of 60 female…
Descriptors: Academic Achievement, Student Motivation, Computer Science Education, Programming
NiYa Nicole Costley – ProQuest LLC, 2022
Teachers have positive attitudes toward the use of gamification in the classroom yet research shows that it is implemented inconsistently. Furthermore, specific elements of what makes gamification successful with students has not been studied. The purpose of this study was to explore teacher perceptions of gamification and its use in the K-8…
Descriptors: Elementary School Teachers, Middle School Teachers, Gamification, Teacher Attitudes
Núñez-Pacheco, Rosa; Espinoza-Montoya, Claudia; Yucra-Quispe, Liz-Marjorie; Turpo-Gebera, Osbaldo; Aguaded, Ignacio – Journal of Technology and Science Education, 2023
Video games have become an important element of contemporary life. The need to use them in the field of education has given rise to the appearance of serious video games, which have been specially designed to achieve objectives at different educational levels and generate spaces for educational innovation. The purpose of this work is to…
Descriptors: Video Games, Game Based Learning, Engineering Education, Student Attitudes
Tatli, Zeynep; Gülay, Ahmet; Mert, Arzu – International Journal of Contemporary Educational Research, 2023
The aim of this study is to evaluate the effectiveness of foreign language teaching with gamification applications in primary school. In this research, embedded design, which is one of the mixed methods in which quantitative and qualitative methods are used together, has been adopted. The study group for this research is comprised of 33 students…
Descriptors: Student Attitudes, Elementary School Students, English (Second Language), Second Language Instruction
Çetin, Ismail; Erumit, Ali Kürsat; Nabiyev, Vasif; Karal, Hasan; Kosa, Temel; Kokoc, Mehmet – Participatory Educational Research, 2023
This study aims to examine the contribution of ArtiBos, which is designed as a Gamified Adaptive Intelligent Tutoring System for students' problem-solving skills. In the study, first of all, the system's design features to improve problem-solving skills were examined, and then the effect of the system on problem-solving skills was evaluated. The…
Descriptors: Gamification, Intelligent Tutoring Systems, Problem Solving, High School Students
Kam, Adele H. T.; Umar, Irfan N. – Education and Information Technologies, 2023
Gamification has been reported to increase learning motivation and produce positive learning behaviors or outcomes. As gamification research continues to mature, more studies are investigating factors that may contribute to the varying effectiveness of gamification, as well as factors that may moderate its effects. This study investigated whether…
Descriptors: College Students, Private Colleges, Foreign Countries, Gamification
Anas Jebreen Atyeh Husain; Abdelhafez Qasem Al-Shayeb; Fayez Saleem Khazalah – Journal of Information Technology Education: Research, 2023
Aim/Purpose: The study aimed to investigate the effect of using the gamified flipped classroom instructional method on the students' overall achievement compared to the traditional non-gamified, non-gamified flipped classroom, and traditional gamified instructional methods. Background: Flipped classroom is helpful to address limited class time,…
Descriptors: Flipped Classroom, Database Management Systems, Teaching Methods, Academic Achievement
Kabilan, Muhammad Kamarul; Annamalai, Nagaletchimee; Chuah, Kee-Man – Education and Information Technologies, 2023
Literature emphasizes that gamification significantly enhances students' engagement in learning and their motivation level. Studies have also examined the benefits of gamification in learning across different levels of education. However, the focus on academics' pedagogical understanding, knowledge, and skills and how they utilize these in…
Descriptors: Technology Uses in Education, Technology Integration, Gamification, College Faculty
Kirk Vanacore; Adam Sales; Allison Liu; Erin Ottmar – Grantee Submission, 2023
Computer-assisted learning platforms (CALPS) increasingly include gamified elements to improve student outcomes by enhancing their engagement with content. Although evidence exists that gamified programs increase engagement and learning outcomes, there is little causal research on what programmatic mechanisms drive the effect between engagement…
Descriptors: Educational Games, Gamification, Algebra, Mathematics Instruction
Natalie E. Wright – Grantee Submission, 2025
Funded through an early-phase Education Innovation and Research grant, Using and Leveraging Technology to Reinvent Accessibility: Minecraft Mentor Edition (ULTRA:ME) is an intervention designed to develop teachers' ability to use Minecraft and other educational technology tools to enhance science instruction for students with and without…
Descriptors: Educational Technology, Science Instruction, Teaching Methods, Video Games
LaTeira Haynes Zavala; Kathryn Theiss – International Journal of Education in Mathematics, Science and Technology, 2025
A positive physics identity is crucial for women and minorities who are underrepresented in the field of physics. Pedagogical methods that focus heavily on math rather than concepts present a deterrent to many students in physics courses. This research aimed to determine how a 'gamified' physics curriculum with immediate feedback affects students'…
Descriptors: Gamification, Game Based Learning, Physics, Science Instruction
Allison LaFalce Acevedo – ProQuest LLC, 2020
The purpose of this transcendental phenomenological study was to understand the perceptions of teachers currently working with elementary-aged students held about gamification. Qualitative data on the perceptions of nine teachers working with students in grades 1-5 was collected through digital semi-structured interviews. The study was framed…
Descriptors: Teacher Attitudes, Gamification, Learner Engagement, Teaching Experience
Jhon Holguin-Alvarez; Juan Apaza-Quispe – Contemporary Educational Technology, 2024
Digital competences develop professional profiles that are more and more attainable for labor communities in constant transformation. The aim is to verify the impact of dances performed in virtual environments on the digital skills of university students affected by coronavirus. An experimental design of two groups of subjects with sequel due to…
Descriptors: Foreign Countries, Dance, Competition, College Students
Athanasios Christopoulos; Stylianos Mystakidis; Justyna Kurczaba; Mikko-Jussi Laakso; Chrysostomos Stylios – International Journal of Science and Mathematics Education, 2024
Previous studies have found positive effects of Game-Based Learning for mathematics. While most studies assume that this effect is explained by the presence of flow/immersion during games, this has not yet been established. The aim of the current study is to verify if immersion indeed is associated with mathematical skills improvement when using a…
Descriptors: Computer Simulation, Educational Games, Mathematics Skills, Mathematics Achievement
Tuba Temel; Kürsat Cesur – SAGE Open, 2024
New teaching and learning practices related to gamified tools in online learning environments have become even more important during the pandemic and will continue to reshape educational processes, including higher education institutions, in the post-pandemic period. In line with this, the present study aimed to investigate the effects of…
Descriptors: Gamification, Web 2.0 Technologies, English (Second Language), Second Language Learning

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