Publication Date
In 2025 | 5 |
Descriptor
Educational Research | 5 |
Game Based Learning | 5 |
Learner Engagement | 3 |
Artificial Intelligence | 2 |
Gamification | 2 |
Higher Education | 2 |
Academic Achievement | 1 |
Algebra | 1 |
Automation | 1 |
Bibliometrics | 1 |
Coding | 1 |
More ▼ |
Source
International Journal of… | 1 |
Journal of Computer Assisted… | 1 |
Journal of Learning Analytics | 1 |
Technology, Knowledge and… | 1 |
Turkish Online Journal of… | 1 |
Author
Amanda Barany | 1 |
Andres Felipe Zambrano | 1 |
Duygu Gur | 1 |
Gyuri Byun | 1 |
Jaclyn Ocumpaugh | 1 |
Jewoong Moon | 1 |
Jiayi Zhang | 1 |
Jieun Lim | 1 |
Junbo Koh | 1 |
Maciej Pankiewicz | 1 |
Mohamad Rohieszan Ramdan | 1 |
More ▼ |
Publication Type
Journal Articles | 5 |
Information Analyses | 2 |
Reports - Research | 2 |
Reports - Evaluative | 1 |
Education Level
Higher Education | 2 |
Postsecondary Education | 2 |
Audience
Location
Costa Rica | 1 |
Finland | 1 |
Hungary | 1 |
Netherlands | 1 |
Spain | 1 |
Sweden | 1 |
United States | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Jewoong Moon; Unggi Lee; Junbo Koh; Yeil Jeong; Yunseo Lee; Gyuri Byun; Jieun Lim – Technology, Knowledge and Learning, 2025
This paper reviews the role of Generative Artificial Intelligence (GenAI) in transforming the landscape of educational game design. The recent rise and development of GenAI have expanded its applications in creating dynamic and interactive game systems. This review explores the potential of GenAI to craft personalized educational game designs that…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Instructional Design
Yin Yin Khoo; Mohamad Rohieszan Ramdan; Nor Liza Abdullah; Nurul Ashykin Abd Aziz; Nurhanie Mahjom – International Journal of Education in Mathematics, Science and Technology, 2025
This article aims to systematically explore the literature on game-based learning in higher education, focusing on its impacts on students' thinking and learning. Prisma method was employed to analysis the data. The article published between 2016 to 2023 from Web of Science, Scopus and Eric were taken into consideration for this study with the…
Descriptors: Game Based Learning, Higher Education, Educational Research, Thinking Skills
Muhammad Ashraf Fauzi; Zuria Akmal Saad; Muhammad Ariff Aripin; Noraina Mazuin Sapuan – Journal of Computer Assisted Learning, 2025
Background Study: Gamification is an effective and interactive approach to engaging students in teaching and learning. As digital technology develops, higher education institutions (HEIs) must embrace and keep pace with gamification for interactive teaching and learning approaches. Objective: The purpose of this study is to review gamification in…
Descriptors: State of the Art Reviews, Gamification, Game Based Learning, Bibliometrics
Duygu Gur; Yalin Kilic Turel – Turkish Online Journal of Distance Education, 2025
Different variables such as motivation, achievement, and engagement have been investigated in studies on gamification in the field of educational technologies. However, the obtained results differ, which emphasizes the need for studies based on concrete findings related to current trends and needs. In this study, we aim to reveal current research…
Descriptors: Educational Research, Gamification, Learner Engagement, Student Motivation
Xiner Liu; Andres Felipe Zambrano; Ryan S. Baker; Amanda Barany; Jaclyn Ocumpaugh; Jiayi Zhang; Maciej Pankiewicz; Nidhi Nasiar; Zhanlan Wei – Journal of Learning Analytics, 2025
This study explores the potential of the large language model GPT-4 as an automated tool for qualitative data analysis by educational researchers, exploring which techniques are most successful for different types of constructs. Specifically, we assess three different prompt engineering strategies -- Zero-shot, Few-shot, and Fewshot with…
Descriptors: Coding, Artificial Intelligence, Automation, Data Analysis