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Portešová, Šárka; Jaburek, Michal; Recka, Karel; Straka, Ondrej; Parker, Wayne D. – Technology, Knowledge and Learning, 2023
New game technologies seem to permeate every area of daily life. Therefore, it is not surprising that, in addition to the incorporation of entertaining gaming features into otherwise dull or tedious activities, the positive influence of user experience and user engagement has also been on the rise in recent years. It is all part of gamification.…
Descriptors: Personality Traits, Gender Differences, Competition, Gamification
Yousaf, Yousra; Shoaib, Muhammad; Hassan, Muhammad Awais; Habiba, Ume – Interactive Learning Environments, 2023
Learning trend has been shifted from a conventional way to a digital way in the form of E-learning, but it faces a high dropout ratio. Lack of engagement is one of the primary factors reported for this issue as the same type of course content is presented to learners despite their different background, knowledge and learning styles. Different…
Descriptors: Intelligent Tutoring Systems, Cognitive Style, Learner Engagement, Academic Achievement
Luarn, Pin; Chen, Chiao-Chieh; Chiu, Yu-Ping – International Journal of Information and Learning Technology, 2023
Purpose: The use of gamification might offer a partial solution to the decline in students' motivation and engagement the school system is currently facing. However, there has been a lack of empirical evidence on whether and how gamification may be able to improve learning motivation. Specifically, this study aims at exploring the antecedents and…
Descriptors: Learning Motivation, Gamification, Self Determination, Learner Engagement
Jämsä, Johanna; Sandström, Vilma; Holopainen, Jani; Juhola, Sirkku; Kalliokoski, Tuomo; Korhonen-Kurki, Kaisa; Lyytikäinen, Veera; Mattila, Osmo; Pietikäinen, Janna; Soini, Katriina – Applied Environmental Education and Communication, 2023
We studied three novel approaches in environmental science communication for experts: gamification, virtual reality, and art-based scenario workshops and analyze participants' perceptions through qualitative interviews and a survey. Four dimensions emerged from the interviews: "enjoyment," "usability," "sociability,"…
Descriptors: Environmental Education, Gamification, Expertise, Computer Simulation
Rossley, Amanda Crim – ProQuest LLC, 2023
Registered nurses (RNs) working in today's healthcare environment must consistently learn new knowledge and skills, keep abreast of practice changes, and implement strategies to improve patient outcomes. However, healthcare organizations face significant challenges as they attempt to facilitate efficient training. Nursing professional development…
Descriptors: Nurses, Professional Development, Gamification, Educational Games
Beighton, Christian; Naz, Zahid – Discourse: Studies in the Cultural Politics of Education, 2023
This paper examines emerging discourses and practices of quality assurance in English Further Education (FE), a sector currently undergoing significant change. Using a broadly ethnographic approach and Foucauldian theories of power, we discuss how 'documentisation' contributes to governance techniques in a specific institutional context.…
Descriptors: Adult Education, Foreign Countries, Governance, Power Structure
Bang Nguyen-Viet; Bac Nguyen-Viet – Cogent Education, 2023
This study aims to investigate the influence of gamification on students' engagement, learning effectiveness, and satisfaction in higher education, as well as the function of engagement and learning effectiveness in moderating the connection. Data were obtained quantitatively from 306 undergraduate and graduate students in Vietnam who participated…
Descriptors: Student Satisfaction, Foreign Countries, Gamification, Learner Engagement
Hatice Yildiz Durak; Nilüfer Atman Uslu – Interactive Learning Environments, 2023
The 3D game development process is significant in improving knowledge and skills, such as literacy of information technologies, computational, analytical, and algorithmic thinking, programming, and spatial abilities. Besides, the 3D game development is a difficult and complex learning process. Within this context, it was decided that teaching…
Descriptors: College Students, Visual Aids, Games, Gamification
Matipa Ricky Ngandu; David Risinamhodzi; Godwin Pedzisai Dzvapatsva; Courage Matobobo – Discover Education, 2023
ICT tools in education are widely used to support the aim of achieving learning outcomes by improving critical areas such as student engagement, participation, and motivation. In this study, we examine literature to explore how game elements are used in capturing students' interest, which the study suggests is fundamental to the teaching and…
Descriptors: Student Interests, Computer Software, Engineering Education, Gamification
Lara-Cabrera, Raul; Ortega, Fernando; Talavera, Edgar; Lopez-Fernandez, Daniel – IEEE Transactions on Education, 2023
Students' perception of excessive difficulty in STEM degrees lowers their motivation and, therefore, affects their performance. According to prior research, the use of gamification techniques promote engagement, motivation, and fun when learning. Badges, which are a distinction that is given as a reward to students, are a well-known gamification…
Descriptors: STEM Education, Rewards, Gamification, Technology Uses in Education
Kim, J. B.; Zhong, Chen; Liu, Hong – Journal of Information Systems Education, 2023
Cybersecurity education is becoming increasingly important in modern society, and hands-on practice is an essential element. Although instructors provide hands-on labs in their cybersecurity courses, traditional lab exercises often fail to effectively motivate students. Hence, many instructors desire to incorporate gamification in hands-on…
Descriptors: Gamification, Information Security, Class Activities, Active Learning
Afra Çalik; Ali Sen; Zeynep Aydin; Ercan Altug Yilmaz – International Society for Technology, Education, and Science, 2023
Gamification is an approach that solves real-life motivational problems with game design techniques by target a long-term behavioral change in participants. However, the application models in gamification design are limited and lack a holistic approach in scope. While existing models may seem sufficient on their own, they tend to focus on certain…
Descriptors: Gamification, Behavior Change, Holistic Approach, Design Requirements
Oscar Karnalim – Informatics in Education, 2024
Programming students need to be informed about plagiarism and collusion. Hence, we developed an assessment submission system to remind students about the matter. Each submission will be compared to others and any similarities that do not seem a result of coincidence will be reported along with their possible reasons. The system also employs…
Descriptors: Programming, Integrity, Academic Achievement, Plagiarism
Chen Meng; Mengyuan Zhao; Zilong Pan; Qianqian Pan; Curtis J. Bonk – Smart Learning Environments, 2024
As online learning and teaching are becoming an educational trend, online students' engagement will directly impact the learning and teaching effects and outcomes. A scientific application of gamification in online learning, teaching, and online course design will improve online learners' learning experience and help build a better virtual…
Descriptors: Gamification, Electronic Learning, Learner Engagement, Student Motivation
Taufik Ikhsan Slamet – ProQuest LLC, 2024
This dissertation contributes to our comprehension of the impact of gamification on online cooperative learning, particularly in enhancing educational outcomes (behavior, cognition, and attitudes). Through explanatory mixed-method research, this study aims to answer to what extent gamification influences educational outcomes in the context of…
Descriptors: Distance Education, Gamification, Online Courses, Cooperative Learning

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