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Jiyuan Zeng; Daner Sun; Chee-Kit Looi; Andy Chun Wai Fan – British Journal of Educational Technology, 2024
Gamification, characterized by the integration of game design elements into non-game environments, has gained popularity in classrooms due to its potential for increased engagement and enjoyment compared to traditional lecture-based teaching methods. While students generally exhibit positive attitudes towards gamification, its impact on academic…
Descriptors: Gamification, Educational Games, Academic Achievement, Program Effectiveness
Marcela Pessoa; Marcia Lima; Fernanda Pires; Gabriel Haydar; Rafaela Melo; Luiz Rodrigues; David Oliveira; Elaine Oliveira; Leandro Galvao; Bruno Gadelha; Seiji Isotani; Isabela Gasparini; Tayana Conte – IEEE Transactions on Learning Technologies, 2024
Game designers and researchers have sought to create gameful environments that consider user preferences to increase engagement and motivation. In this sense, it is essential to identify the most suitable game elements for users' profiles. Designers and researchers must choose strategies to classify users into predefined profiles and select the…
Descriptors: Educational Environment, Game Based Learning, Classification, Learner Engagement
Pumudu A. Fernando; H. K. Salinda Premadasa – Educational Technology & Society, 2024
Children born after 2010 are labelled as members of Generation Alpha, who currently pursue their primary education. Gamification and game-based learning methodologies have gained popularity in the global education sector in the recent past. The goal of this study is to investigate the present state of adopting gamification and game-based learning…
Descriptors: Gamification, Game Based Learning, Literature Reviews, Elementary School Students
Kai Guo; Yuchun Zhong; Zamzami Zainuddin; Samuel Kai Wah Chu – Education and Information Technologies, 2024
Given the crucial role of writing in both academic and workplace settings, teachers should constantly seek effective ways to improve their students' writing skills. The use of games or their elements to support the teaching and learning of writing has gained much attention in language education studies. Despite the increasing number of empirical…
Descriptors: Game Based Learning, Educational Games, Writing Instruction, Teaching Methods
Oliveira, Wilk; Hamari, Juho; Shi, Lei; Toda, Armando M.; Rodrigues, Luiz; Palomino, Paula T.; Isotani, Seiji – Education and Information Technologies, 2023
Gamification has been widely used to design better educational systems aiming to increase students' concentration, motivation, engagement, flow experience, and others positive experiences. With advances in research on gamification in education, over the past few years, many studies have highlighted the need to tailor the gamification design…
Descriptors: Gamification, Game Based Learning, Educational Games, Learner Engagement
I-Cheng Lin; Shu-Hsuan Chang; Pin-Chien Liu; Po-Jen Kuo; Kuo Chia Chung – Educational Technology & Society, 2024
Creativity has been proven to be a core competitiveness in the twenty-first century. Although many experimental studies have confirmed that game learning can improve creativity, some studies have contrary results. Currently, there are very few, and primarily incomplete, meta-analyses integrating experimental studies of educational gaming's impact…
Descriptors: Educational Games, Game Based Learning, Gamification, Creativity
Ilbeigi, Mohammad; Bairaktarova, Diana; Morteza, Azita – Journal of Civil Engineering Education, 2023
The long history of experiential learning in construction engineering shows the significant potential of cognitive development through direct experience. Recent advancements in gamification, especially digital serious games, can help educators develop novel pedagogical strategies to promote active and experiential learning in controlled settings.…
Descriptors: Gamification, Experiential Learning, Construction Industry, Engineering Education
Fazlida Dahalan; Norlidah Alias; Mohd Shahril Nizam Shaharom – Education and Information Technologies, 2024
Games have been used as a learning tool for centuries. Gamification and game-based learning are becoming more prominent in educational settings for several reasons. When it comes to learning, being focused and immersed can massively improve a student's experience. The purpose of this study is to map the emerging trends of gamification and…
Descriptors: Gamification, Game Based Learning, Vocational Education, Educational Research
Weitl-Harms, Sherri; Spanier, Adam; Hastings, John; Rokusek, Matthew – Journal of Cybersecurity Education, Research and Practice, 2023
Gamification in education presents a number of benefits that can theoretically facilitate higher engagement and motivation among students when learning complex, technical concepts. As an innovative, high-potential educational tool, many educators and researchers are attempting to implement more effective gamification into undergraduate coursework.…
Descriptors: Gamification, Undergraduate Students, Information Security, Game Based Learning
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
Ifeanyi Mbukanma; Madira Manganyi; Bhekithemba Vellem; Neliswa Gqoli – Research in Social Sciences and Technology, 2024
The aim of this study resonated with the pursuit of achieving enhanced engagement in teaching and learning that informs critical thinking, and knowledge retention among students. Despite the growing trend of technological integration in teaching and learning, however, there exists a lack of empirical evidence and comprehensive studies that…
Descriptors: Foreign Countries, Gamification, Game Based Learning, Learner Engagement
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
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
Castillo-Parra, Byron; Hidalgo-Cajo, Byron Geovanny; Vásconez-Barrera, Milton; Oleas-López, Julio – World Journal on Educational Technology: Current Issues, 2022
Gamification is a learning technique that transfers the mechanics of games to the educational environment in order to achieve better pedagogical results mediated by technological tools, this technique is used as an alternative to the traditional teaching methodology that is increasingly used in higher education, which is why the objective of the…
Descriptors: Gamification, Higher Education, Literature Reviews, Game Based Learning
Thada Jantakoon; Kitsadaporn Jantakun; Thiti Jantakun; Somsuk Trisupakitti; Potsirin Limpinan – Higher Education Studies, 2024
STEAM education with gamification, a method that integrates game elements into the learning process, has proven to be a powerful tool. It not only encompasses various forms of gamified education but also has the potential to captivate and inspire students, breathing life into the course material. This study aims to present a comprehensive summary…
Descriptors: STEM Education, Art Education, Gamification, Game Based Learning
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