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Eddy Triswanto Setyoadi; Syaad Patmanthara; Heru Wahyu Herwanto; Hartarto Junaedi; Alexander Wirapraja; Titasari Rahmawati – Electronic Journal of e-Learning, 2025
The adoption of digital learning systems is closely related to user engagement and system relevance. This quantitative research aims to explore the factors influencing students' switching intention from traditional Learning Management Systems (LMS) to a gamified LMS platform, using the Push-Pull-Mooring (PPM) framework. A conceptual model was…
Descriptors: Foreign Countries, College Students, Higher Education, Gamification
Wilk Oliveira; Pasqueline Dantas Scaico; Juho Hamari; Zhaoxing Li; Lei Shi – Journal of Computer Assisted Learning, 2025
Background: Gamification has been used in recent years to enhance the student experience in educational environments and to help students achieve an optimal experience. However, there is limited empirical evidence of the effects of gamification on specific psychological experiences, such as the students' flow experience, which is a highly…
Descriptors: Gamification, Learning Management Systems, Game Based Learning, Student Experience
Tobias Harald Popp; Heidi Schuhbauer – International Association for Development of the Information Society, 2023
Gamification is the use of game elements in a non-game context to encourage desired behaviours (Detering 2011a). It has been identified as a promising technique for improving user motivation on e-learning platforms. Since previous literature reviews and meta-analyses only considered gamification and learning effort without focusing directly on…
Descriptors: Literature Reviews, Gamification, Electronic Learning, Learning Management Systems
Shahzeb Khan; Varshaa Srivel; Michael Wong – Teaching & Learning Inquiry, 2025
Learning management systems (LMS) are essential components of courses, yet student engagement on these platforms remains a significant challenge. Traditionally, grades have been used to incentivize student engagement, but this approach comes with drawbacks. In this paper, we explored an alternative form of incentivization, gamification, that has…
Descriptors: Learner Engagement, Learning Management Systems, Gamification, Asynchronous Communication
Ting-Sheng Weng; Ting-Hsuan Lin – Smart Learning Environments, 2024
In computer-based dialogue learning, students' willingness to communicate and ability to interact is one of the important factors. Few studies have examined the testing of mobile metaverse teaching material systems built for interactive communication and learning courses. This study developed and designed course content for a virtual classroom,…
Descriptors: Students, Problem Solving, Gamification, Video Games
Alj Zakaria; Bouayad Anas; Mohammed Ouçamah Cherkaoui Malki – Journal of Educators Online, 2024
A massive open online course (MOOC) is a powerful tool for expanding educational opportunities, but one of the major challenges facing MOOCs is the high dropout rate. Low completion rates indicate issues with student engagement and motivation. Gamification, the incorporation of game elements in non-game contexts, has shown promise in increasing…
Descriptors: Gamification, MOOCs, Student Motivation, Learner Engagement
Samuel Nii Boi Attuquayefio; David Aboagye-Darko; Amanda Quist Okronipa – International Journal of Educational Management, 2025
Purpose: Through the lens of the information systems success model, self-determination theory, and TAM2, this study proposes and tests an integrative model to investigate students' satisfaction with the use of e-learning systems in higher education institutions in a developing country context. Design/methodology/approach: This study adopted a…
Descriptors: Student Satisfaction, Electronic Learning, Learning Management Systems, Developing Nations
Srisawat, Surasak; Piriyasurawong, Pallop – International Education Studies, 2022
This research aimed to develop metaverse virtual learning management based on gamification techniques model (MVLM-Gt model) and to evaluate the appropriateness of the model. The research methodology was divided into two parts in accordance with these aims. The first part was the design of the learning step using metaverse virtual learning…
Descriptors: Educational Technology, Gamification, Models, Computer Simulation
Shrestha, Sushil; Joshi, Manish; Bashyal, Aakash; Timilsina, Arun; Subedi, Sushant – Journal of Educational Technology Systems, 2023
The increase in usage of Online Learning systems has provided a challenge to deliver e-contents based on user needs. This study uses learning style data to determine the learning profile and provide the content based on the user's needs, whereas gamified elements are used to increase user engagement. The combination of these two approaches would…
Descriptors: Gamification, Cognitive Style, Electronic Learning, Learning Management Systems
S. Dumas Reyssier; A. Serna; S. Hallifax; J.-C. Marty; S. Simonian; E. Lavoué – Interactive Learning Environments, 2024
The gamification approach is often used in educational settings, with widely varying results on learner motivation. A new trend emerged these last years on adaptive gamification to fit learners' preferences for game mechanics, but little is known on how the adaptation of different game elements impacts different types of learner motivation. In…
Descriptors: Gamification, Student Motivation, Student Characteristics, Secondary School Students
Balci, Sebiha – ProQuest LLC, 2022
Gamification is a promising method proposed to solve the motivational problems of online learners and enhance their performance. However, the evidence regarding why and how gamification might work and its effects on these outcomes is inconclusive. In order to provide more evidence to the ongoing discussion in the gamification field, the current…
Descriptors: Gamification, Educational Environment, Student Motivation, Psychological Needs
Suartama, I. Kadek; Simamora, Alexander Hamonangan; Susiani, Ketut; Suranata, Kadek; Yunus, Muhammad; Tisna MS, Gede Doddy – Journal of Education and e-Learning Research, 2023
The emergence of online learning has become important during the COVID -19 pandemic due to the advent of internet technology. The unpreparedness of planning and implementing online learning has caused many problems during the pandemic such as limited or monotonous academic materials as well as difficulty in organizing activities and student…
Descriptors: Gamification, Case Method (Teaching Technique), Student Projects, Active Learning
Haruna, Hussein; Zainuddin, Zamzami; Okoye, Kingsley; Mellecker, Robin R.; Hu, Xiao; Chu, Samuel Kai Wah; Hosseini, Samira – Interactive Learning Environments, 2023
This study evaluates the effect of game mechanics by employing serious games and gamification for improving learning outcomes. This is done by considering the performances of the students in terms of the test scores. In the quasi-experimental set-up, which consists of 108 students in their intact three classes attended a series of lessons on…
Descriptors: Gamification, Game Based Learning, Sex Education, Sexuality
Hemy Ramiel; Eran Fisher – Learning, Media and Technology, 2024
This paper adds an algorithmic epistemology perspective to previous works that examine the datafication of subjective social and emotional characteristics, perceptions, and behaviours. The paper employs a comparative epistemological approach to explore two behavioural educational platforms: RedCritter Teacher and Panorama Education. We unpack…
Descriptors: Epistemology, Social Emotional Learning, Data, Higher Education
Nouf W. Azab – ProQuest LLC, 2022
This study aims to test the self-determination theory (Ryan & Deci, 2000) that relates the type of gamification activities based on the student hybrid player type to the engagement of undergraduate students at a Saudi Arabia public university. By measuring the influence of the type of gamification and the hybrid player types on the student's…
Descriptors: Gamification, Undergraduate Students, Learner Engagement, Learning Activities
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