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Melchor-Ferrer, Elias; Davia-Rodriguez, Maria Angeles – Education and Information Technologies, 2023
This paper introduces a computer application, based on The Alphabet Game, designed to assist students of all disciplines understand the key academic concepts used in their respective fields, with specific application to economics and the study of national accounts. This approach offers a valuable contribution, in view of the difficulties often…
Descriptors: Foreign Countries, Computer Games, Gamification, College Students
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Franco-Mariscal, Antonio-Joaquín; Cebrián-Robles, Daniel; Rodríguez-Losada, Noela – Technology, Knowledge and Learning, 2023
Social constructivism is a learning approach in which students actively construct their own knowledge by way of experiences and interactions with others. As such, it is important to highlight both individual and group-based reflection practices in pre-service teacher training as a key aspect for improving teaching practice. This paper presents the…
Descriptors: Gamification, Preservice Teachers, Secondary School Teachers, Science Teachers
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Topu, Fatma Burcu – Journal of Theoretical Educational Science, 2023
This study aimed to investigate the effects of gamification on active and reflective learners' engagement and cognitive load. It also compared both groups' experiences in a 10-week gamification process. It employed triangulation, one of the mixed research designs in this study. Participants consisted of 70 undergraduate students (45 active, 25…
Descriptors: Gamification, Active Learning, Reflective Teaching, Learner Engagement
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Pham, Anh Tuan – Contemporary Educational Technology, 2023
This study aims to examine the impact of gamified learning using Quizizz on English as a second language (ESL) learners' grammar achievement. The pre-/post-test control group design was applied to research 63 English-majored freshmen. 20 multiple-choice quizzes were designed based on grammar points included in the basic grammar course over a…
Descriptors: Gamification, Educational Technology, Tests, English (Second Language)
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Vergara, Diego; Gómez-Vallecillo, Ana Isabel; Fernández-Arias, Pablo; Antón-Sancho, Álvaro – International Journal of Game-Based Learning, 2023
This paper conducts descriptive quantitative research of the player profile of a set of 808 university professors, and the player profiles that participants consider most suitable for learning when educational gamification is employed in higher education. It also studied the existence of influential variables in the chosen player profiles,…
Descriptors: Gamification, Profiles, College Faculty, Predictor Variables
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Luarn, Pin; Chen, Chiao-Chieh; Chiu, Yu-Ping – International Journal of Game-Based Learning, 2023
The use of gamification might offer a partial solution to the decline in students' motivation and engagement the school system is currently facing. Specifically, this study aimed to examine whether gamification elements (perceived collaboration, perceived competition, favorable feedback, unfavorable feedback, self-expression, sense of control)…
Descriptors: Gamification, Educational Environment, Student Motivation, Learner Engagement
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Kaya, Omer Sami; Ercag, Erinc – Education and Information Technologies, 2023
Despite the growing attention towards gamification in learning context, challenge-based gamification application has rarely been subjected to testing in education. In recognition of this void, and grounded on gamification principles, we developed Educhall web-based program. Drawing on self-determination theory, and flow theory the present study…
Descriptors: Gamification, Outcomes of Education, Academic Achievement, Student Motivation
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Hellberg, Ann-Sofie – Journal of Pedagogical Research, 2023
This is the story of a course in higher education that, over a period of ten years, went from being one of the most popular courses, among both students and teachers, to becoming one of the more problematic. Students and teachers felt that the course had many problems that needed to be addressed. For the course round of 2022, the decision was…
Descriptors: Higher Education, Course Content, Instructional Design, Gamification
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Liu, Sixia; Ma, Gang; Tewogbola, Promise; Gu, Xieting; Gao, Peng; Dong, Bin; He, Dantong; Lai, Weiguo; Wu, Yihua – Journal of Workplace Learning, 2023
Purpose: This study aims to examine how incorporating gamification elements into an offline training program influences learner engagement and learning outcomes in a non-academic, organizational setting. Design/methodology/approach: A randomized pretest-posttest control group experiment was designed to investigate participants' levels of…
Descriptors: Learner Engagement, Gamification, Outcomes of Education, Job Training
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Vrcelj, Ana; Hoic-Božic, Nataša; Dlab, Martina Holenko – International Journal of Educational Methodology, 2023
Gamification in education refers to the application of game design elements and game principles in teaching with the goal of increasing students' motivation and engagement, which contributes to more successful achievement of learning outcomes. Gamification can be used in education at different levels, from primary and secondary schools to…
Descriptors: Gamification, Elementary Education, Secondary Education, Literature Reviews
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Zhuoyao Cui; Haochen Yang – SAGE Open, 2023
This study investigates the influence of game elements on active learning intentions within digital learning platforms. Drawing from a situational perspective, we developed a model and validated it using data from 492 respondents collected via questionnaires. Our findings suggest that while social elements enhance active learning intentions, both…
Descriptors: Educational Technology, Technology Uses in Education, Gamification, Active Learning
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Kris D. Gutiérrez – Review of Research in Education, 2023
This chapter focuses on the utopian methodological approach taken up by social design-based experiments, their conceptual underpinnings, and commitments. The methods are drawn from Gutiérrez's empirical work and detail ways of seeing and capturing human learning activity crucial to envisioning and enacting new social futures with radical…
Descriptors: Learning Activities, Futures (of Society), Educational Change, Minority Group Influences
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Ya Xiao; Khe Foon Timothy Hew – British Journal of Educational Technology, 2024
Gamification has often been used to stimulate learner engagement via intangible rewards, such as virtual points and virtual badges, rather than material goods or benefits. However, not all learners value such intangible rewards; some express their desire to redeem intangible rewards for utilitarian resources or benefits. Although tangible rewards…
Descriptors: Students, Motivation, Rewards, Electronic Learning
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Tatchakrit Matyakhan; Treenuch Chaowanakritsanakul; Joey Andrew Lucido Santos – LEARN Journal: Language Education and Acquisition Research Network, 2024
Gamification is one of the innovative teaching approaches implemented in English classrooms nowadays. However, using gamification to enhance reading engagement and reading comprehension in language classrooms at the university level has not been much explored. This present study investigated gamification's effects on enhancing reading engagement,…
Descriptors: Foreign Countries, Gamification, Reading Instruction, Reading Comprehension
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Qing Yu; Kun Yu; Baomin Li – Education and Information Technologies, 2024
As gamification is introduced into education, researchers believe it has the potential to improve online learning. However, the effects of gamified online learning (GOL) are mixed. Is it more effective than online learning? Given that no meta-analysis analyzes the effectiveness of GOL. This meta-analysis explores the effects of GOL on students'…
Descriptors: Gamification, Electronic Learning, Educational Improvement, Instructional Effectiveness
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