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Patcharin Panjaburee; Gwo-Jen Hwang; Ungsinun Intarakamhang; Niwat Srisawasdi; Pawat Chaipidech – Cogent Education, 2024
Previous studies have designed educational methods to cultivate digital citizenship behavior and support the construction of knowledge. However, these methods have not well incorporated personalized feedback mechanisms for enhancing digital citizenship knowledge. Therefore, this study proposed an algorithm that combines concept-effect propagation,…
Descriptors: Educational Games, Individualized Instruction, Outcomes of Education, Visual Learning
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
Ewa Jurczyk-Romanowska – European Journal of Education (EJED), 2024
The paper presents conclusions from research into the opportunities to employ games in university education and it constitutes a description of a number of projects carried out at the Institute of Pedagogy at the University of Wroclaw. The project encompassed: (1) the use of location-based games in cultural education classes (Kulturalny Wroclaw…
Descriptors: Game Based Learning, College Students, Foreign Countries, Teaching Methods
Nicola Urquhart; Joanne Lee; Eileen Wood – Journal of Research in Childhood Education, 2024
The accessibility of mobile technologies opens a new world of possibilities for parents to support their children's learning through game-based numeracy apps. Carefully designed numeracy apps can be effective at improving children's foundational numeracy skills. In the absence of industry standards for quality, however, it is important to…
Descriptors: Foreign Countries, Preschool Children, Mathematics Education, Handheld Devices
Robert Knipe – Journal of Physical Education, Recreation & Dance, 2024
How physical education teachers approach standards-based assessment of the new National Physical Education Standards is yet to be determined. But the use of technology for assessments may be one way to support and empower students in the education process toward physical literacy. This article focuses on the ways in which educators have adopted a…
Descriptors: Academic Standards, Educational Change, Student Evaluation, Technology Uses in Education
Surbhi Seema Sethi; Kanishk Jain – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: This study aims to explore the potential benefits of integrating Artificial Intelligence (AI) with Social Emotional Learning (SEL) in educational settings. Design/methodology/approach: A systematic review of emerging AI technologies such as virtual reality, chatbots, sentiment analysis tools, gamification and wearable devices is conducted…
Descriptors: Artificial Intelligence, Technology Uses in Education, Social Emotional Learning, Educational Technology
Coleen Briggs – ProQuest LLC, 2021
The popularity of gaming has grown exponentially over the past twenty years, spanning the mediums of video games, simulations, role-playing games, and board games. Previous research into game-based learning and skill development has highlighted the neurological, mental, physical, and emotional benefits of gaming (Bediou et al., 2018; Chohan et…
Descriptors: Gamification, Leadership Training, Industrial Training, Nonprofit Organizations
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
Azetu Azashi Agyo; Emmanuel John Anagu – International Journal of Technology in Education and Science, 2025
As educational needs change, gamified immersive virtual reality (I-VR) can enhance learning by making it more interactive. Immersive virtual reality is used more in science than in the humanities. This study uses the Theory of Planned Behavior (TPB) to explore factors that affect students' intentions to use gamified I-VR, particularly in…
Descriptors: Gamification, Computer Simulation, Literacy, English Instruction
An Duong Thi Binh; Thu-Hang Hoang; Huy Truong Quang – Evaluation Review, 2025
In the modern educational landscape, the integration of gamification into hybrid learning environments has emerged as a promising approach to enhance student outcomes. However, there remains a lack of comprehensive frameworks for designing gamified hybrid courses and validating their impact on student outcomes. This paper proposes a design…
Descriptors: Blended Learning, Curriculum Design, Instructional Design, Gamification
Lam Ky Nhan – Turkish Online Journal of Distance Education, 2025
This study investigates the impact of artificial intelligence (AI) on personalized learning, automated assessment and feedback, intelligent tutoring systems, and student engagement in online learning environments. The research focuses on fourth-year English major students at a university in the Mekong Delta region, utilizing a mixed-methods…
Descriptors: Artificial Intelligence, Individualized Instruction, Automation, Computer Assisted Testing
Inci Demir – Journal of Theoretical Educational Science, 2025
This study examines the impact of the Mobile-Assisted Language Learning (MALL) application, Memrise, on the vocabulary learning motivation of English as a Foreign Language (EFL) learners and interprets the findings of the study based on Second Langugae Acquisition (SLA) theories to bridge the gap between theory and practice. Within this context,…
Descriptors: Literature Reviews, Meta Analysis, English (Second Language), Second Language Learning
Pardim, Vanessa Itacaramby; Contreras Pinochet, Luis Hernan; Viana, Adriana Backx Noronha; de Souza, Cesar Alexandre – International Journal of Information and Learning Technology, 2023
Purpose: Education is undergoing digital transformation intensified by COVID-19. In this context, gamification is an attractive alternative based on the use of elements of the games with educational purposes. However, it keeps the educational content to be learned as a central element without neglecting the "fun," which contributing to…
Descriptors: Gamification, Private Schools, Foreign Countries, Business Administration Education
Lyons, Roisin M.; Fox, Grace; Stephens, Simon – Education & Training, 2023
Purpose: In an effort to enhance the student experience and achieve complex learning outcomes the use of gamification in higher education is increasing. Using two case studies, this paper explores the efficacy of two discrete inclusions of gamification in entrepreneurial education. Design/methodology/approach: In the first case study, students…
Descriptors: Gamification, Learner Engagement, Entrepreneurship, Outcomes of Education
Baah, Charles; Govender, Irene; Rontala Subramaniam, Prabhakar – Cogent Education, 2023
Using an integration of the Attention, Relevance, Confidence, and Satisfaction (ARCS) model and the Self-Determination Theory (SDT). This study explored university students' motivation to learn through the use of gamification. A quantitative approach was used to obtain data from 60 students who participated in a gamified course utilizing a…
Descriptors: Gamification, Student Motivation, Learner Engagement, Student Satisfaction

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