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Latifa Dekhici; Sarah Maroc – International Society for Technology, Education, and Science, 2023
In this paper, a gamification approach combined with flipped lesson in a training program is described. The program was developed as part of the "InSIDE" Erasmus+ project on the Inclusion of Students with Impairments in Distance Education. The problematic was to find a modern approach and a suitable method to train students with various…
Descriptors: Inclusion, Flipped Classroom, Gamification, Access to Computers
Mia L. Morgan – New England College Journal of Applied Educational Research, 2023
This paper presents one elementary school librarian's experience using gamification and game-based learning in the specialist classroom. While the academic literature on gamification and game-based learning is increasing, there has not been much written on using these techniques in the specialist classroom. Using a case study method, the…
Descriptors: Gamification, School Libraries, Game Based Learning, Grade 3
Wen, Bo – ProQuest LLC, 2022
This dissertation investigates an overarching research question: how can recognition-type incentives, such as gamification and peer gifting, motivate users' knowledge seeking and contributions in e-learning and online Q&A (question and answer) communities? To address this question, I conducted three studies. In Chapter 2, I examine how social…
Descriptors: Gamification, Recognition (Achievement), Incentives, Learning Motivation
Schenker, Theresa; Kraemer, Angelika – NECTFL Review, 2022
A digital escape room is a gamified activity in which students work collaboratively to solve a series of tasks or riddles within a certain amount of time. They are typically embedded in a story framework at the end of which students need to "escape" an imaginary scenario. Students explore the target culture while using the target…
Descriptors: Gamification, Educational Games, Puzzles, Problem Solving
Davidaviciene, Vida; Davidavicius, Sigitas – International Journal of Learning and Change, 2022
The article aims to investigate consumer perception of innovations in e-commerce and according to exploratory research results to define further research areas. Literature analysis was performed to investigate and identify important criteria of e-commerce quality perception, after exploratory research was conducted, in order to deepen the…
Descriptors: Consumer Economics, Innovation, Internet, Business
Alsawaier, Raed S. – International Journal of Information and Learning Technology, 2019
Purpose: The purpose of this paper is to examine the research design of several publications on the study of gamification and proposes a mixed-method research design for creating a holistic understanding of the gamification phenomenon. It presents an argument in support of combining both qualitative and quantitative data sources through…
Descriptors: Educational Research, Educational Trends, Research Design, Gamification
Javier Perez-Aranda; Samuel Medina-Claros; Ricardo Urrestarazu-Capellán – Education and Information Technologies, 2024
This study examines the influence of students' individual attitude and social interactions on participation in collaborative and gamified online learning activities, as well as the influence of participating in those activities on students' online class- and test-related emotions. Based on a sample of 301 first year Economics and Law university…
Descriptors: Outcomes of Education, Cooperative Learning, Gamification, Electronic Learning
Nerea López-Bouzas; M. Esther del Moral-Pérez; Jonathan Castañeda-Fernández – Education and Information Technologies, 2024
Active methodologies such as gamification, combined with emerging technologies like augmented reality, are enhancing learning environments that facilitate the development of essential competencies. Particularly, students with Autism Spectrum Disorder (ASD) require reinforcement of their Communicative Competence (CC) to activate their abilities to…
Descriptors: Communication Skills, Gamification, Autism Spectrum Disorders, Physical Environment
Louis Lafleur – Technology in Language Teaching & Learning, 2024
Gamification in second language acquisition research is a popular topic, but there are few empirical comparative studies in the literature. This quasi-experimental mixed-approach study enrolled 77 Japanese university EFL learners to enable a comparison between two digital vocabulary flashcard learning software conditions carefully designed by the…
Descriptors: Second Language Instruction, Gamification, English (Second Language), Second Language Learning
Rena Denya Agustina; Riki Purnama Putra; Milla Listiawati – Journal on Efficiency and Responsibility in Education and Science, 2024
The evolution of learning design continues, focusing on blended laboratory approaches incorporating technology. The Sophisticated Thinking Laboratory (STB-LAB) and Gather Town are key tools in implementing collaborative learning in this context. This study assesses the effectiveness of blended laboratory implementation using STB-LAB and Gather…
Descriptors: Cooperative Learning, Learning Laboratories, Blended Learning, Gamification
Mayra Stefany Torres-Munares; Ada Cristina Hurtado-Flores; Ernesto Adolfo Carrera-Salas – Cogent Education, 2024
College students often face difficulties managing their time due to a lack of basic organizational skills. The research proposes the implementation of a mobile application to improve time management based on gamification as a solution to promote compliance with academic activities. For the correct development of these academic activities, the SOAR…
Descriptors: Foreign Countries, Undergraduate Students, Gamification, Technology Uses in Education
Virginia Hernanz; Cecilia Latorre-Cosculluela; Cristina Suárez; Elena Lanchares-Sancho – Education and Information Technologies, 2024
Considering the innovative learning approach of incorporating gamification educational dynamics, this study focused on analyzing differences in the effects of using Quizizz depending on the degree of practical focus that different university degrees have. By applying game elements in non-game contexts, gamification has been recognized as a…
Descriptors: College Students, Handheld Devices, Self Efficacy, Student Motivation
Rachael Byrne; Regina Murphy; Francis Ward; Una McCabe – British Journal of Music Education, 2024
Playful practices have been linked to increased motivation, engagement, learning and skill development. However, limited research has explored what playful music learning might look like for primary schools, and how teachers might incorporate a range of playful music practices within their classrooms. Our conceptual model for playful music…
Descriptors: Music Education, Play, Skill Development, Learner Engagement
Hanall Sung; Mitchell J. Nathan – British Journal of Educational Technology, 2024
Collaborative learning, driven by knowledge co-construction and meaning negotiation, is a pivotal aspect of educational contexts. While gesture's importance in conveying shared meaning is recognized, its role in collaborative group settings remains understudied. This gap hinders accurate and equitable assessment and instruction, particularly for…
Descriptors: Cooperative Learning, Motion, Human Body, Learning Analytics
Yang, Qi-Fan; Lian, Li-Wen; Zhao, Jia-Hua – International Journal of Educational Technology in Higher Education, 2023
According to previous studies, traditional laboratory safety courses are delivered in a classroom setting where the instructor teaches and the students listen and read the course materials passively. The course content is also uninspiring and dull. Additionally, the teaching period is spread out, which adds to the instructor's workload. As a…
Descriptors: Undergraduate Students, Gamification, Artificial Intelligence, Robotics

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