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Vasco Rikkers; Dipti Kapoor Sarmah – Journal of Computing in Higher Education, 2025
In recent years, gamification has seen a rise in usage for cyber-security training, with some of the most used elements being story and narrative. Yet there seems to be a lack of research on story-based gamification as well as how this type of gamification affects a training's effectiveness. The goal of this study was to test the effectiveness of…
Descriptors: Gamification, Computer Security, Training Methods, Foreign Countries
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
Khodabandelou, Rouhollah; Roghanian, Parastoo; Gheysari, Hamed; Amoozegar, Azadeh – Learning Organization, 2023
Purpose: Gamification appears to be one of the most important levers for improving performance and engagement in training programs. Moreover, gamification has been considered as critical to researchers in organizational learning. The main purpose of this study is to provide a general overview of gamification studies in the organizational context.…
Descriptors: Gamification, Organizational Learning, Affordances, Game Based Learning
Nietfeld, John L.; Sperling, Rayne A.; Young, Taylor M. – New Directions for Teaching and Learning, 2023
In this chapter, we explore how faculty employ the use of gamification and game-based learning environments (GBLE) in postsecondary education. Gamification refers to the use of game-design elements while game-based learning refers to the use of digital education games. Both are increasingly popular instructional practices and, in this chapter, we…
Descriptors: College Faculty, Postsecondary Education, Gamification, Game Based Learning
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
Thitima Srivatanakul – Journal of Cybersecurity Education, Research and Practice, 2024
Gamification, including game-based learning (GBL), is a widely recognized pedagogical approach used for imparting and reinforcing cybersecurity knowledge and skills to learners. One innovative form of GBL gaining popularity across various educational levels, from secondary schools to professional development, is escape room-style education. This…
Descriptors: Computer Security, Problem Solving, Gamification, Undergraduate Students
Jones, Matthew; Blanton, Jedediah E.; Williams, Rachel E. – Active Learning in Higher Education, 2023
Self-determination theory (SDT) has empirical support in understanding and enhancing motivation in a variety of contexts, including education settings. Niemac and Ryan have highlighted that using SDT in course design can lead to stronger fulfilment of an internal locus of causality regarding course work. One course design method anchored in SDT is…
Descriptors: Gamification, Student Motivation, Self Determination, Curriculum Development
Jewoong Moon; Sheunghyun Yeo; Qi Si; Abiodun Stephen Ijeluola – International Journal of Mathematical Education in Science and Technology, 2025
We conducted a scoping review on game-based learning (GBL) for mathematics teacher education. In recent decades, GBL has been largely applied to K-12 education contexts. GBL has aimed to promote students' deeper understanding of mathematics knowledge via game-based activities. With the evolving needs of GBL in mathematics education, recent…
Descriptors: Game Based Learning, Mathematics Teachers, Mathematics Education, Teacher Education
Imge Akcakaya Waite; Aysegul Akcay Kavakoglu; Lacramioara Diana Robescu; Diana Mariana Cocarta; Liana Ioana Vuta – International Journal of Sustainability in Higher Education, 2024
Purpose: This study aims to enhance integration of game-based learning (GBL) as a tool for conveying intricate circular economy (CE) concepts effectively into international and interdisciplinary higher education collaborations for the development of sustainable communities. Design/methodology/approach: A series of game-based workshops by the…
Descriptors: Game Based Learning, Educational Cooperation, Interdisciplinary Approach, Foreign Countries
Athanasios Christopoulos; Stylianos Mystakidis; Justyna Kurczaba; Mikko-Jussi Laakso; Chrysostomos Stylios – International Journal of Science and Mathematics Education, 2024
Previous studies have found positive effects of Game-Based Learning for mathematics. While most studies assume that this effect is explained by the presence of flow/immersion during games, this has not yet been established. The aim of the current study is to verify if immersion indeed is associated with mathematical skills improvement when using a…
Descriptors: Computer Simulation, Educational Games, Mathematics Skills, Mathematics Achievement
Garcia, Fabrício Wickey da Silva; Oliveira, Sandro Ronaldo Bezerra; Carvalho, Elielton da Costa – Informatics in Education, 2023
The contents taught in the programming subjects have a great relevance in the formation of computing students. However, these subjects are characterized by high failure rates, as they require logical reasoning and mathematical knowledge. Thus, establishing knowledge through the subject of algorithms can help students to overcome these difficulties…
Descriptors: Teaching Methods, Algorithms, Undergraduate Students, Computer Science Education
Elena Carrión Candel; Cristina de-la-Peña; Beatriz Chaves Yuste – Education and Information Technologies, 2024
The scientific literature reveals the impact of applying game-based videos and gamification on undergraduates' learning. This work proposes, within an online context, using these educational strategies to make students the active protagonists of their learning. Therefore, this paper aims to analyze the students' perception of the effectiveness of…
Descriptors: Preservice Teachers, Student Attitudes, Active Learning, Teaching Methods
Fan Su; Di Zou – Knowledge Management & E-Learning, 2024
Educational games, prevalent in contemporary settings, leverage game-based learning (GBL) to actively engage and enhance learners' knowledge and skill acquisition through captivating in-game learning activities. To assess the effectiveness of GBL, game-based assessment (GBA) has emerged. GBA employs gameplay for learners to attain educational…
Descriptors: Game Based Learning, Student Evaluation, Educational Games, Instructional Effectiveness
Esterhuizen, Joshua; Drevin, Günther; Snyman, Dirk; Drevin, Lynette – International Association for Development of the Information Society, 2022
Education is shifting towards a more technology focused mode of delivery, or at least combining technology use with standard methods. A potential effect of this could be the introduction and use of games in classrooms. This study looks at the possibility of adapting various domains of knowledge into digital games referred to as serious games. The…
Descriptors: Gamification, Educational Games, Game Based Learning, Technology Uses in Education
Demirbilek, Muhammet; Talan, Tarik; Alzouebi, Khadeegha – International Journal of Technology in Education, 2022
The purpose of this study is to identify key factors and barriers to implementing gamification in English Foreign language teaching. In alignment with the purpose of the study, the perspectives of English teachers (which grades) were obtained. This study was designed as a qualitative study. A total of 16 teachers participated in the study.…
Descriptors: English (Second Language), Language Teachers, Second Language Instruction, Teacher Attitudes
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