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Felipe Pathé Duarte; João Pedro Ramos; Pedro Barbosa; Matteo Vergani; Cátia Moreira de Carvalho – Campbell Systematic Reviews, 2025
This protocol outlines a systematic review that aims to understand the effectiveness of educational programmes, delivered both online and offline, designed to prevent and counter the effects of online violent extremist propaganda in multiple languages. The primary objective is to assess the impact of interventions on reducing violent extremist…
Descriptors: Program Effectiveness, Prevention, Violence, Propaganda
Jongho Moon; Teamin Ha; Jenna R. Fisher – Strategies: A Journal for Physical and Sport Educators, 2025
This article aims to advance K-12 health literacy through the integration of technology-enriched participatory methods within skills-based health education. By emphasizing active student engagement, these instructional strategies align with the National Health Education Standards and cultivate critical thinking, problem-solving, and communication…
Descriptors: Health Education, Elementary Secondary Education, Multiple Literacies, Technology Uses in Education
Maria Valentina Toral Murillo; Melissa Fernandez Torres; Karen Itzel Mexicano Muro; Elvira Rodriguez Flores – Journal of Education and e-Learning Research, 2025
Innovations have been made to educational strategies in health sciences to increase intrinsic motivation in students which helps generate a significant and active learning in students with the help of methodologies, such as gamification, using escape rooms (ER) and the use of digital tools, such as the Sectra Table. The objective of this study is…
Descriptors: Foreign Countries, Medical Students, Nursing Students, Student Motivation
Yoga Budi Bhakti; Irnin Agustina Dwi Astuti; Indica Yona Okyranida; Rendi Prasetya; Ika Maryani; Muhammad Nizaar – Open Education Studies, 2025
In the digital era, the application of technology in education is increasingly important to enhance student engagement and learning effectiveness. The aim of this study is to explore teachers' perceptions of twenty-first century learning technology innovations, specifically the implementation of gamification in elementary science education. Using…
Descriptors: Gamification, Science Education, Elementary School Teachers, Teacher Attitudes
Julián Ricardo Gómez Niño; Liliana Patricia Árias Delgado; Andrés Chiappe; Eric Ortega González – Journal of Research in Childhood Education, 2025
This systematic review examines how gamification and artificial intelligence (AI) can converge to foster essential 21st-century skills like creativity, collaboration, and critical thinking in education. The review followed the main PRISMA statement guidelines, resulting in 175 articles for qualitative content analysis and bibliometric network…
Descriptors: Gamification, Artificial Intelligence, Technology Uses in Education, 21st Century Skills
Celeste J. Carmichael; Samson O. Adeoye; Jama S. Coartney; Donna M. Westfall-Rudd; Megan M. Seibel; Amy White; Curtis R. Friedel; Israel O. Oyedare; Eric K. Kaufman – NACTA Journal, 2025
The evolving demands of the agricultural workforce require skills beyond traditional technical expertise, including communication, teamwork, adaptability, and self-management. These employability skills are critical for fostering innovation and addressing the complexities of modern agriculture. In support of helping community college faculty to…
Descriptors: Computer Uses in Education, Career Readiness, Employment Potential, Job Skills
Anh Que Chung – Technology in Language Teaching & Learning, 2025
There has been growing interest in the potential of artificial intelligence (AI) in language education. However, little research has explored its application in pronunciation instruction. To address this gap, this qualitative study investigates Vietnamese secondary school English as a Foreign Language (EFL) teachers' beliefs about AI integration…
Descriptors: Artificial Intelligence, Technology Uses in Education, Pronunciation, English (Second Language)
Slater, Carleigh – International Journal of the Whole Child, 2022
The role of school has drastically changed over the past several decades. Standards and added subjects lead to a challenging and narrow view of education. The consequences of added pressure undermine the role of play throughout K-12 school systems. Research studies continue to describe play as vital for the success of children's development and…
Descriptors: Elementary Secondary Education, Play, Child Development, Academic Achievement
Necati Taskin; Ebru Kiliç Çakmak – Themes in eLearning, 2022
The aim of this study was to examine the effect of gamification on the motivation, engagement and academic achievement of students studying in a flipped learning. The study was conducted with a split-plot factorial design. The participants consist of 54 students studying at a state university in Turkey. The students in the experimental and control…
Descriptors: Gamification, Flipped Classroom, Student Motivation, Learner Engagement
Kari Johnson Cook – ProQuest LLC, 2022
Gamification and game-based learning have been used in the educational setting as an active learning strategy to increase student engagement. This study investigated the extent of the effect of gamification and game-based learning on student engagement of online Allied Health students in the Cultural and Ethical Influences course at Northwestern…
Descriptors: College Students, Gamification, Learner Engagement, Student Attitudes
Kwaku Edusei – ProQuest LLC, 2022
The purpose of this study is to investigate how designers of commercial educational mathematics game apps describe various aspects of "integration". My investigation addresses several research questions, including what integration means to designers, why they build it into games, and how they do so. Integration is a concept described in…
Descriptors: Gamification, Educational Games, Computer Oriented Programs, Mathematics
Qiao, Shen; Yeung, Susanna Siu-sze; Zainuddin, Zamzami; Ng, Davy Tsz Kit; Chu, Samuel Kai Wah – British Journal of Educational Technology, 2023
Gamification is typically implemented digitally. However, digital gamification is not always possible because of limited resources and logistical problems. It is thus necessary to explore low-threshold gamification methods that can be easily adopted in classrooms. One such method is non-digital gamification using physical game design elements.…
Descriptors: Gamification, Academic Achievement, Cognitive Processes, Learner Engagement
Lee, Jihyun; Gutierrez, Julissa – Journal of Physical Education, Recreation & Dance, 2023
This article introduces the rationale behind utilizing computer-assisted gamification for the development of movement skills for children with ASD. This article also provides a brief review of several studies that have utilized computer-assisted gamification approaches in motor skill interventions, in order to show the applications and…
Descriptors: Gamification, Psychomotor Skills, Children, Autism Spectrum Disorders
Lester, Danielle; Skulmoski, Gregory J.; Fisher, Darren P.; Mehrotra, Vishal; Lim, Iris; Lang, Alexander; Keogh, Justin W. L. – British Journal of Educational Technology, 2023
While gamification and game-based learning have both been demonstrated to have a host of educational benefits for university students, many university educators do not routinely use these approaches in their teaching. Therefore, this systematic review, conducted using the PRISMA guidelines, sought to identify the primary drivers and barriers to…
Descriptors: College Faculty, Gamification, Game Based Learning, Teacher Attitudes
Mora-Gonzalez, Jose; Navarro-Mateos, Carmen; Isaac J. Pérez-López – Journal of Teaching in Physical Education, 2023
Purpose: To examine the effects of a 14-week gamification-based physical education teaching program on fitness in college students. Method: A convenience sample of 112 college students (21.22 ± 2.55 years) was distributed among a gamification-based group or a control group (i.e., traditional teaching). College students from the gamification group…
Descriptors: Films, Gamification, Physical Fitness, Health Promotion

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