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Wang, Yi-Hsuan – Journal of Educational Computing Research, 2023
The study aimed to examine the learning effects of integrating various game elements into game-based learning materials to enhance learning for learners of different age groups. Two sets of game-based music learning materials were designed. The version with full game characteristics was developed with a narrative story, diverse game behaviors, and…
Descriptors: Gamification, Game Based Learning, Music Education, Program Effectiveness
Manuel Medina-Labrador; Gustavo Rene Garcia-Vargas; Fernando Marroquin-Ciendua – Turkish Online Journal of Distance Education, 2023
The dropout rate is the most significant disadvantage in Massive Open Online Courses (MOOC); most of the time, it exceeds 90%. This research compares the effect of cognitive bias, gamification, monetary compensation, and student characteristics (gender, age, years of education, student geographical location, and interest in the course certificate)…
Descriptors: MOOCs, Dropouts, Bias, Gamification
Iwao, Kimberly Koide – ProQuest LLC, 2023
Gamification in the corporate world is a multi-billion-dollar industry and is being applied to employee training with the intention of increasing learner performance, engagement, and motivation. There is no set formula for incorporating gamification elements into the corporate environment, as the success of utilizing them depends on the context…
Descriptors: Corporate Education, Employees, Motivation, Gamification
Daniel Camuñas-García; María Pilar Cáceres-Reche; María de la Encarnación Cambil-Hernández – Education & Training, 2023
Purpose: The purpose of this study was to analyze the state of mobile game-based learning in the field of cultural heritage education. Design/methodology/approach A bibliometric methodology based on scientific mapping and an analysis of co-words was used. The scientific production on this field of study indexed in Scopus was analyzed. The analysis…
Descriptors: Handheld Devices, Telecommunications, Cultural Background, Game Based Learning
Paul Marks – ProQuest LLC, 2021
Recent studies have indicated that gamification, the process of using game-like elements in nongame situations, increases student engagement and comprehension. The problem was that little is known about the extent to which digital elements of gamification are being used to help engage students in high school classes in Alaska. The purpose of this…
Descriptors: High School Teachers, Gamification, Learner Engagement, Teaching Methods
Hojjat Dehghanzadeh; Mohammadreza Farrokhnia; Hossein Dehghanzadeh; Kiumars Taghipour; Omid Noroozi – British Journal of Educational Technology, 2024
Using gamification to support learning in K-12 education has received much attention from scholars in recent years. However, there is still a lack of comprehensive understanding of how gamification should be used to effectively enhance the learning experiences of K-12 students. The purpose of this review was to synthesize research findings on the…
Descriptors: Gamification, Educational Games, Elementary Secondary Education, Learning Experience
Melike Sule Yildiza; Yavuz Yaman – Journal of Learning and Teaching in Digital Age, 2024
The aim of this study is to investigate the effect of digital gamification-based instruction on the attitudes towards mathematics and anxiety of seventh-grade gifted students in the "Equation and Equation" unit. In this study, pretest-posttest unbalanced group experimental design was used. The study was conducted in the 2022-2023…
Descriptors: Gamification, Computer Games, Student Attitudes, Mathematics Anxiety
Yoolim Kim; Vita V. Kogan; Cong Zhang – Applied Linguistics, 2024
Gamification of behavioral experiments has been applied successfully to research in a number of disciplines, including linguistics. We believe that these methods have been underutilized in applied linguistics, in particular second-language acquisition research. The incorporation of games and gaming elements (gamification) in behavioral experiments…
Descriptors: Gamification, Game Based Learning, Data Collection, Citizen Participation
Krishna Mohan Surapaneni – Advances in Physiology Education, 2024
Diving into the realm of game-based learning, the "CARBGAME" (CARd & Board GAmes in Medical Education) is an innovative series of games that reimagines the way medical students learn complex but essential chapters. In the pilot study, there was a highly significant improvement in the academic performance of students in the chapter…
Descriptors: Gamification, Medical Education, Active Learning, Biochemistry
Noor Farahani Mohd Lazim; Azwadi Ali; Mohaida Mohin; Siti Sakinah Sidik – International Journal of Technology in Education, 2024
In the contemporary digital era, the utilization of gaming has emerged as a prevalent method for actively engaging students in the learning processes at various levels of academic curricula and within the broader educational community. This trend is particularly pronounced in English language teaching curricula, especially among learners whose…
Descriptors: Gamification, Educational Games, Student Motivation, Learner Engagement
Jacob Holster – Music Educators Journal, 2024
ChatGPT is emerging as a formidable asset for music educators, poised to enhance student engagement, refine assessment methods, and automate repetitive tasks related to music teaching. The core of this perspective revolves around the use of custom prompt templates that support individualized and reflexive teaching practices. The broader…
Descriptors: Music Education, Artificial Intelligence, Natural Language Processing, Man Machine Systems
Mahfudzah Othman; Aznoora Osman; Siti Zulaiha Ahmad; Natrah Abdullah – Turkish Online Journal of Distance Education, 2024
This paper discusses the design of interactive gamified assessments for an introductory programming course based on the multimedia segmenting principle and gamification. The objective is to develop more engaging online programming assessments for low-achieving students. The general design follows Nielsen's design guidelines and incorporates…
Descriptors: Gamification, Interaction, Programming, Low Achievement
Adeva Jane Esparrago-Kalidas; Princess Imee Alliah F. Labis; Roshmond Roi Entrina; Divine Grace R. Marcelino; Kevin Matthew N. Pacana; Joelie Mae B. Pailaga – Anatolian Journal of Education, 2024
This action research aimed to study the use the Gamification-Incentive-Feedback (GIF) Model in enhancing the classroom learning experience of Grade 9 students in a private school in Cagayan de Oro, Philippines. The research used convenience sampling and used a combination of Likert scale pre-intervention and post-intervention survey questionnaires…
Descriptors: Gamification, Incentives, Feedback (Response), Models
Thushangi N. Pathiraja; Akshan S. Ranasinghe – Teaching and Learning Excellence through Scholarship, 2024
Student engagement in a science classroom is challenging and most students perceive science courses as difficult. Gamification is an emerging strategy used by educators across various disciplines to increase student engagement and promote active learning. One known gamification technique is team Jeopardy, however, there is a gap in knowledge about…
Descriptors: Gamification, Learner Engagement, Science Instruction, Teaching Methods
Gi-Zen Liu; Jalil Fathi; Masoud Rahimi – Journal of Computer Assisted Learning, 2024
Background: The impact of digital gamified language learning on language achievement has been corroborated in the literature; however, its impact on language achievement, especially in the English as a foreign language (EFL) context needs further investigation. In addition, the related literature has not sufficiently confirmed the impact of…
Descriptors: Gamification, Academic Achievement, Second Language Learning, Student Attitudes

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