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Liu Liu – Education and Information Technologies, 2025
The study examines the impact of artificial intelligence (AI)-enhanced gamification on learning outcomes and motivation in English as a Foreign Language (EFL) contexts. A mixed-methods approach and quasi-experimental design were employed to compare the effectiveness of three instructional strategies: adaptive learning paths, conversational agents,…
Descriptors: Technology Uses in Education, Artificial Intelligence, Gamification, Second Language Learning
Xiaolong Shen; Jiangbo Li; Mingming Li; Amir Karimi – European Journal of Education, 2025
Over the past two decades, gamification has emerged as a significant pedagogical approach in history education, attracting the attention of historians. This bibliometric study analyses 249 papers from 1994 to 2023, employing scientometric methods to identify trends, key authors, nations, institutions and highly cited documents. Data were processed…
Descriptors: Bibliometrics, Gamification, History Instruction, Educational Trends
Youssef Baba Khouya, Editor; Abderrahmane Ismaili Alaoui, Editor – IGI Global, 2025
The application of artificial intelligence (AI) in the teaching and learning of English as a Foreign Language (EFL) transforms traditional educational practices by offering more personalized, efficient, and interactive learning experiences. AI-powered tools enable learners to receive instant feedback, engage in conversational practice, and tailor…
Descriptors: Artificial Intelligence, Educational Technology, Technology Uses in Education, English (Second Language)
Jiraporn Chano; Curtis J. Bonk; Bahtiar Mohamad – International Journal of Language Education, 2025
This study examines the evolution of blended learning (BL) research in higher education, focusing on its impact on English language proficiency (ELP) and alignment with Sustainable Development Goals. Using 200 Scopus-indexed articles published from 2020 to 2025, we applied Publish or Perish and VOSviewer for bibliometric analysis. Results show a…
Descriptors: Blended Learning, Higher Education, Language Proficiency, English (Second Language)
Sheejamol P. T.; Anu Mary Chacko; S. D. Madhu Kumar – Electronic Journal of e-Learning, 2025
Traditional education, characterized by rigid curricula and inflexible teaching methods, often fails to accommodate the diverse cognitive profiles of neurodivergent learners, including those with Autism Spectrum Disorder (ASD), Attention Deficit Hyperactivity Disorder (ADHD), and dyslexia. Although e-Learning has introduced greater flexibility and…
Descriptors: Individualized Instruction, Gamification, Electronic Learning, Students with Disabilities
Asma A. Sayed; Terry Lucas – Educational Process: International Journal, 2025
Background/purpose: This study explores the development and implementation of interactive animated e-books as a transformative digital learning tool. It analyzes their pedagogical and cognitive effects on learner participation and understanding. The study is oriented towards how multimedia integration, interactive storytelling, and adaptive…
Descriptors: Material Development, Electronic Publishing, Books, Animation
Andrási, Gábor; Körtvési, Dorina; Szegedi, Krisztina – International Journal of Web-Based Learning and Teaching Technologies, 2022
The paper describes and evaluates how a higher education institution (Budapest Business School -- BBS), aspiring for AACSB accreditation, co-created innovative tools, based on the UN's Sustainable Development Goals and the principles of sustainable development. The paper has two interrelated objectives: to present what sort of innovative,…
Descriptors: Business Administration Education, Sustainable Development, Ethics, Computer Uses in Education
Yasin, Naveed; Majid Gilani, Sayed Abdul; Nair, Gayatri – Industry and Higher Education, 2022
This paper explores the effects of gamification (a game-based student response system) on student learning in the United Arab Emirates (UAE). The data, collected through a series of semi-structured in-depth interviews with 32 learners, were analyzed using qualitative thematic analysis (i.e., template analysis). Based on an in-depth analysis of the…
Descriptors: Foreign Countries, Gamification, Computer Assisted Testing, Program Effectiveness
Vathanalaoha, Kriangkrai – LEARN Journal: Language Education and Acquisition Research Network, 2022
Accessing quality resources for English learning is an urgent pedagogical issue due to the lack of English teachers in Thailand. To compromise, it has become necessary to apply technology in English classes in the 21st century, through which students can access high-quality materials provided globally. Teachers need to tackle new challenges where…
Descriptors: Gamification, English (Second Language), Second Language Learning, Secondary School Students
Cynthia P. May; David Desplaces; David M. Wyman – Management Teaching Review, 2022
Universal Design (UD) involves the creation of accessible, flexible products that are functional for a wide population of users. Our problem-based learning exercise challenges student teams to create products and services guided by the principles of UD. After teams generate their new product concept, a spokesperson from each team pitches it in…
Descriptors: Access to Education, Problem Solving, Design, Entrepreneurship
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
Crosslin, Matt – Current Issues in Education, 2021
In the Fall of 2014, several universities came together to offer a unique "dual-layer" open online course. This course was designed with two complete layers from two different course design modalities (instructivism and connectivism). Learners were granted the freedom to create an individualized pathway through the course involving…
Descriptors: Open Education, Online Courses, Universities, Learning Processes
Scott Sandoval – ProQuest LLC, 2021
With the changes in the educational landscape, holding students' attention has become an even more crucial point. Educators are having to find creative ways and means to engage students and make learning 'fun'. There have been numerous research studies to show that gamification can be used to drive student engagement, achievement, and reinforce…
Descriptors: Advanced Placement Programs, Gamification, Learner Engagement, Communication Skills
Cathy Weng; Khanh Nguyen Phuong Tran; Chi-Chuan Yang; Hsuan-I. Huang; Hsuan Chen – Education and Information Technologies, 2024
An augmented reality (AR)-integrated gamification learning approach in an electronics course was developed in this study to help students better understand the concepts while simultaneously increasing their motivation. An experimental study was conducted to examine the effectiveness of the AR-integrated gamification approach on students' learning…
Descriptors: Computer Simulation, Gamification, Vocational Schools, High School Students
Amy Price; Alex Beckey; Dave Collins – Physical Education and Sport Pedagogy, 2024
Background: In recent years there has been a growing interest in potential pedagogical tools to be used in Physical Education (PE), and specifically in games. This has involved the exploration of both Gamification and Digital Video Games Approach (DVGA). Both are viable pedagogical tools for any teacher, and each have clearly different intentions…
Descriptors: Video Games, Gamification, Physical Education, Technology Uses in Education

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