Publication Date
| In 2026 | 2 |
| Since 2025 | 230 |
| Since 2022 (last 5 years) | 770 |
| Since 2017 (last 10 years) | 800 |
| Since 2007 (last 20 years) | 803 |
Descriptor
Source
Author
| Zainuddin, Zamzami | 6 |
| Samuel Kai Wah Chu | 5 |
| Juho Hamari | 4 |
| Kitsadaporn Jantakun | 4 |
| Luiz Rodrigues | 4 |
| Thada Jantakoon | 4 |
| Wilk Oliveira | 4 |
| Adam Sales | 3 |
| Ahmed Tlili | 3 |
| Ashish Gurung | 3 |
| Diego Dermeval | 3 |
| More ▼ | |
Publication Type
Education Level
Location
| Indonesia | 29 |
| Spain | 28 |
| Turkey | 25 |
| Thailand | 21 |
| China | 20 |
| Malaysia | 20 |
| Brazil | 14 |
| Europe | 9 |
| Philippines | 9 |
| Saudi Arabia | 9 |
| Taiwan | 9 |
| More ▼ | |
Laws, Policies, & Programs
| Every Student Succeeds Act… | 1 |
| Individuals with Disabilities… | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 2 |
| Meets WWC Standards with or without Reservations | 2 |
Ali Soleymani; Maarten De Laat; Marcus Specht – Electronic Journal of e-Learning, 2025
Gamification has emerged as a promising strategy to enhance student engagement and learning outcomes in computer science education. This study uses Wenger's Value Creation Framework to evaluate and design the gamification elements in the "Answers" platform, a Professional Learning Network (PLN) developed at TU Delft. Using a…
Descriptors: Computer Science Education, Game Based Learning, Interpersonal Relationship, Student Motivation
Driver A.M. – Bioscene: Journal of College Biology Teaching, 2025
Effectively communicating scientific information is essential not only for advancing a specific field but also for building key relationships between researchers and society. One of the key challenges of this is the ability to translate highly technical terms into digestible concepts. Within my upper-level cellular biology course, students often…
Descriptors: College Students, Science Education, Science Instruction, Information Dissemination
Stefan, Ioana A.; Gheorghe, Ancuta Florentina; Stefan, Antoniu; Piki, Andriani; Tsalapata, Hariklia; Heidmann, Olivier – International Journal of Mobile and Blended Learning, 2022
The goal of this paper is to explore how game-based experiences can be leveraged through mobile technology to activate learner engagement and achieve a seamless connection between formal and informal learning. The paper presents a mobile game authoring tool that enables educators to create gamified lesson paths, drawing on the concept of atomic…
Descriptors: Game Based Learning, Learning Experience, Electronic Learning, Handheld Devices
Davis, James P. – Cultural Studies of Science Education, 2022
Bonne and Higgins (2022) explore game playing and fluctuations in emotional climate at a classroom level of analysis using a social and phenomenological orientation. My aim in this forum paper is to extend upon their work by exploring the nature of both formal game rules and practical game rules as reasoning-in-action where science reasoning may…
Descriptors: Educational Games, Science Education, Standards, Gamification
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
Kuswandi, Dedi; Fadhli, Muhibuddin – Cogent Education, 2022
Fun and pervasive education into students' daily lives is an important part of children's development. Learning methods and cognitive styles are one of the important aspects of the dynamics of learning. This research was a quasi-experimental study using the pretest-posttest of a nonequivalent control group design. Therefore, research based on…
Descriptors: Gamification, Cognitive Style, Reading Instruction, Elementary School Students
Fidan, Ayça; Sengel, Erhan – Journal of Educational Technology and Online Learning, 2022
Gamification in education is the use of game-based mechanisms, game aesthetics and game thinking to ensure student motivation and engagement, superior learning, and a behavioral change. This study was conducted to investigate the nature of the students' opinions on gamification and on activities that were carried out to create a rich instructional…
Descriptors: Preservice Teachers, Teacher Attitudes, Gamification, Student Motivation
Kohnke, Lucas; Moorhouse, Benjamin Luke – RELC Journal: A Journal of Language Teaching and Research, 2022
Technology is increasingly being used to foster engagement, enhance classroom dynamics, promote autonomy and improve the student learning experience in language learning environments. Many teachers have begun to employ digital apps and tools (e.g. Mentimeter and GoSoapBox) as a more interactive alternative to traditional activities. One product…
Descriptors: Gamification, Game Based Learning, Second Language Learning, Language Teachers
Jennifer M. Varrichio – ProQuest LLC, 2022
The purpose of this study was to gather expert instructional designers' descriptions of their decision-making processes and procedures while designing and developing formative game-based activities for online courses in workplace environments. The question addressed by the study is "How do instructional designers describe their…
Descriptors: Game Based Learning, Electronic Learning, Workplace Learning, Instructional Design
Xiao Li; Marc Mun~iz; Karlun Chun; Jonathan Tai; Francesca Guerra; Darrin M. York – Journal of Chemical Education, 2022
Atomic orbitals represent an essential construct used to develop chemical bonding models, upon which other more advanced chemistry topics are built. In this article, we share a series of active-learning activities and a gamified approach to develop students' representational competence about atomic orbitals and to engage students in learning the…
Descriptors: Learner Engagement, Chemistry, Science Instruction, Active Learning
Romero Rodríguez, Laura – Education and Information Technologies, 2023
Society is continually evolving and the needs of current generations of students are changing, deriving from the ongoing digital evolution of the whole of society. Gamification tools are increasingly being implemented in education, since previous studies have demonstrated their usefulness to foster motivation, particularly in the case of…
Descriptors: Engineering Education, Educational Games, Gamification, Game Based Learning
Núñez-Pacheco, Rosa; Barreda-Parra, Aymé; Castro-Gutierrez, Eveling; Turpo-Gebera, Osbaldo; Aguaded, Ignacio – Journal of Technology and Science Education, 2023
The COVID-19 pandemic has produced profound changes in higher education, with the replacement of face-to-face instruction with distance or remote education, which involves the management of digital skills by teachers and students. The purpose of this research is to analyze the perception of professors with regard to digital skills and the use of…
Descriptors: College Faculty, Teacher Attitudes, Educational Technology, Gamification
Alahmari, Muteeb; Jdaitawi, Malek Turki; Rasheed, Abeer; Abduljawad, Rania; Hussein, Elham; Alzahrani, Mohammad; Awad, Noha – Contemporary Educational Technology, 2023
Digital technology development has led to the creation of various learning options in the science education field. Technology such as gamification has been used in several science areas, uncovering diverse benefits regarding its usage. However, more research is needed to understand how gamification enhances students learning in science fields.…
Descriptors: Educational Research, Trend Analysis, Gamification, Science Education
Quintas, Alejandro; Bustamante, Juan-Carlos – Physical Education and Sport Pedagogy, 2023
Background: Exergames are a new socio-technological phenomenon consisting of digital motor games that aim to stimulate players' motor skills. The physical-motor component of exergames has been well studied, but knowing more about their possible psychological effects in the school context is interesting to promote physical exercise practice.…
Descriptors: Gamification, Educational Games, Video Games, Psychomotor Skills
Chen, Mei-Fen; Chen, Yu-Chi; Zuo, Pei-Ying; Hou, Huei-Tse – Education and Information Technologies, 2023
Gamified learning is an instructional strategy that motivates students to learn, and the use of multiple representations assists learning by promoting students' thinking and advanced mathematical problem-solving skills. In particular, emergency distance learning caused by the COVID-19 pandemic may result in a lack of motivation and effectiveness…
Descriptors: Gamification, Educational Technology, COVID-19, Pandemics

Peer reviewed
Direct link
