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Fei Ping Por; Christina Sook Beng Ong; Siew Keow Ng; Arathai Din Eak – Interactive Technology and Smart Education, 2025
Purpose: The psychological theory of self-determination postulated that gamification enhances learning engagement by intrinsically motivating learners to undertake tasks spontaneously. Gamification has then been integrated into adult learning as part of the initiative of learner-centred pedagogies to curb the low retention rates of adult learners…
Descriptors: Bibliometrics, Gamification, Adult Learning, Student Centered Learning
Anass Bayaga – International Journal of Technology in Education, 2025
This investigation explored the role of artificial intelligence (AI)-powered gamification on mathematics cognition through a mixed-methods design, blending an intervention with a gamified learning application (app) and a survey to evaluate student engagement and performance. The study explores the nexus of gamification, AI, and mathematics…
Descriptors: Artificial Intelligence, Problem Solving, Game Based Learning, Mathematics Instruction
Li Feng; Xiaoqing Shen; Zhaoyuan Xie; Xiaohui Yan – Education and Information Technologies, 2025
Gamification mechanisms have been increasingly integrated into educational environments to enhance learner's engagement and improve the effectiveness of online courses. However, the precise effects of gamification on learner's engagement, including the factors that influence this behavior, remain under-explored. This study addresses this gap by…
Descriptors: Gamification, Electronic Learning, Learner Engagement, Student Motivation
Mohd Hazim Afiq Kalana; Syahrul Nizam Junaini – Journal of Education and Learning (EduLearn), 2025
Technological advancements have popularized "gamification" in recent years, yet few studies have explored its connection to the technology acceptance model (TAM). This paper aims to enhance understanding of the relationship between gamification and TAM by systematically reviewing current research trends. Employing a systematic literature…
Descriptors: Gamification, Technology Integration, Research, Research Methodology
Pedro Sanz-Angulo; Jesús Galindo-Melero; Santiago De-Diego-Poncela; Óscar Martín – Education and Information Technologies, 2025
In the dynamic and complex environment of industrial engineering, soft skills have become fundamental elements to achieve professional success. This work analyzes (i) how industrial engineering students at the University of Valladolid in Spain perceive the effect of a teaching methodology (characterized by a sound and systematic integration of…
Descriptors: Soft Skills, Higher Education, Engineering Education, Teaching Methods
Sotiroula Theodosi; Iolie Nicolaidou – Education and Information Technologies, 2025
The preventability of skin cancer stresses the need for primary prevention interventions early in life to help children realize how dangerous ultraviolet radiation (UVR) exposure can be. Internet of Things (IoT) devices can be used to measure UVR intensity in real-time to help children visualize it and understand the need for sun protection from…
Descriptors: Cancer, Prevention, Health Promotion, Health Behavior
David Ingham; Seema Jaisimha Terry; Lamia A. Khader – International Journal of Game-Based Learning, 2025
The teacher's role in student motivation, and the strategies they employ to enhance their learners desire to study, has long be seen as an essential component of learning in the second language English classroom. This study has sought to explore the motivational impact of the teachers' use of the game-based response system Kahoot within an English…
Descriptors: Foreign Countries, College Students, Second Language Learning, English (Second Language)
Hatice Sancar-Tokmak; Senem Bostanci – British Educational Research Journal, 2025
Few studies have explored the effects of non-digital gamification on K-12 students' speaking skills, leaving a gap in understanding the effective gamified features for enhancing foreign language speaking. This action research study aimed to improve students' speaking skills through various non-digital gamification activities. The sample consisted…
Descriptors: Elementary School Students, Grade 3, Gamification, English (Second Language)
Wang Jing Hao; Zaidatun Tasir – Brock Education: A Journal of Educational Research and Practice, 2025
This study presents the design and development of an online learning environment that integrates Massive Open Online Courses (MOOCs) and gamification to support undergraduate students' higher order thinking skills. The research adopts a design and development approach, utilizing the ADDIE (Analysis, Design, Development, Implementation, and…
Descriptors: Electronic Learning, Online Courses, MOOCs, Gamification
Maria Zharina Sanchez; Crisanta Montejo; Geraldine Niña Rocel Libron; Michael Corpuz – Online Submission, 2025
This study explores how interactive classroom games can improve Grade 12 students' performance in Physical Science at Sibagat National High School, Agusan del Sur. The implementation of gamification in science education has been an intriguing area for many researchers as it is something familiar to students, and at the same time, it draws their…
Descriptors: Game Based Learning, Educational Games, Grade 12, High School Students
Lu Cao; Polly K. Lai; Hongzhi Yang – Instructional Science: An International Journal of the Learning Sciences, 2024
This study explored the use of an innovative instructional approach called Productive Failure (PF) to design an educational game and its support. The study then examined the effects of two different types of instruction--PF vs. Direct Instruction (DI)--on learning genetics and relevant mathematical knowledge in a Game-Based Learning (GBL)…
Descriptors: Failure, Problem Solving, Genetics, Biological Sciences
Wang, Wei-Tsong; Kartika Sari, Mega – Journal of Educational Computing Research, 2024
The designs of gamification platforms are diverse and constantly evolving. Excessive use of various game mechanisms in learning platforms can distract from the learning process. However, the fit of game mechanisms is still uncertain. Thus, this study investigates the effect of achieving fit when implementing game mechanisms on learning outcomes by…
Descriptors: Gamification, Educational Technology, Design, Cognitive Processes
Lihui Sun; Junjie Liu – Journal of Educational Computing Research, 2024
Computational thinking (CT), as a new future-oriented literacy, has gained attention at the basic education level. Graphical programming is the common way to develop CT in primary students, but this drag-and-drop programming may weaken students' understanding of programming's abstract concepts and code logic. Text-based programming approaches can…
Descriptors: Thinking Skills, Computation, Programming, Gamification
Mouna Denden; Ahmed Tlili; Nian-Shing Chen; Mourad Abed; Mohamed Jemni; Fathi Essalmi – Interactive Learning Environments, 2024
Gamification has gained an increasing attention from researchers and practitioners in various domains including education as it can increase learners' engagement and motivation. However, little is known about how educational gamification experiences can be influenced by learners' characteristics. Therefore, this study provides a systematic…
Descriptors: Gamification, Educational Games, Educational Research, Data Collection
Rui M. Lima; Valquíria Villas-Boas; Filomena Soares; Olga S. Carneiro; Paulo Ribeiro; Diana Mesquita – European Journal of Engineering Education, 2024
This study aims to propose a method for mapping the implementation of active learning approaches by quantifying engineering teachers' self-perception. It also seeks to examine the correlations between the implementation of active learning approaches and training, as well as publications focused on active learning. To conduct the study, active…
Descriptors: Engineering Education, Active Learning, Student Projects, Higher Education

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