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Nabila Mushtaq; Nadiya Nazeer; Ishret Fayaz; Farzana Gulzar – Education and Information Technologies, 2025
This study aims to provide a comprehensive bibliometric analysis of gamification research in higher education from 2015-2024, highlighting key trends, influential contributors, and emerging themes. It seeks to address gaps in understanding the intellectual structure, global collaboration networks, and integration of advanced technologies in…
Descriptors: Gamification, Educational Research, Higher Education, Technology Uses in Education
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
Mengkorn Pum – Asian Journal of Distance Education, 2025
This pilot study explores the predictive role of weekly game-based online quizzes on academic achievement and engagement in a 15-week foundation of education course at a university. The purpose was to assess how quiz performance relates to midterm and final exam outcomes and student engagement, leveraging Quizizz as a formative assessment tool.…
Descriptors: Game Based Learning, Computer Assisted Testing, Academic Achievement, Learner Engagement
Liou, Gloria; Bonner, Cavan V.; Tay, Louis – International Journal of Testing, 2022
With the advent of big data and advances in technology, psychological assessments have become increasingly sophisticated and complex. Nevertheless, traditional psychometric issues concerning the validity, reliability, and measurement bias of such assessments remain fundamental in determining whether score inferences of human attributes are…
Descriptors: Psychometrics, Computer Assisted Testing, Adaptive Testing, Data
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
Yaccob, Nur Syafiqah; Rahman, Siti Fatimah Abd.; Mohamad, Syamsul Nor Azlan; Rahim, Azwin Arif Abdul; Rashid, Khadijah Khalilah Abdul; Aldaba, Abdulmajid Mohammed Abdulwahab; Yunus, Melor Md; Hashim, Harwati – Arab World English Journal, 2022
Modern trends lead to innovative technologies in education, including the birth of digital and gamified learning or gamification. In English language classrooms, meaningful teaching and learning are significant to developing students' English proficiency, focusing on linguistics and communicative competence. Various language activities and games…
Descriptors: English (Second Language), Second Language Instruction, Game Based Learning, Educational Games
Hilliard, Airlie; Kazim, Emre; Bitsakis, Theodoros; Leutner, Franziska – Journal of Intelligence, 2022
Selection methods are commonly used in talent acquisition to predict future job performance and to find the best candidates, but questionnaire-based assessments can be lengthy and lead to candidate fatigue and poor engagement, affecting completion rates and producing poor data. Gamification can mitigate some of these issues through greater…
Descriptors: Personality Measures, Personality Traits, Gamification, Imagery
Kratochvíl, Tomáš; Vaculík, Martin; Procházka, Jakub; Hamari, Juho – International Journal of Game-Based Learning, 2022
Gamification is increasingly applied in contexts where personal performance is of importance. However, the psychological nature of their relation has not been thoroughly examined. The authors investigated how achievement-based gamification impacts attitudinal engagement and performance across 6 university courses. The authors created challenges…
Descriptors: Foreign Countries, College Students, Psychology, Political Science
Shortt, Mitchell; Tilak, Shantanu; Kuznetcova, Irina; Martens, Bethany; Akinkuolie, Babatunde – Computer Assisted Language Learning, 2023
More than 300 million people use the gamified mobile-assisted language learning (MALL) application (app) Duolingo. The challenging tasks, reward incentives, systematic levels, and the ranking of users according to their achievements are just some of the elements that demonstrate strong gamification elements within this popular language learning…
Descriptors: Gamification, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
Yildirim, Latife; Karahan, Engin – Digital Education Review, 2023
The purpose of this study is to investigate how gamification using Web 2.0 tools affects secondary school students' listening comprehension skills on a German second language course. The sub-purposes are to investigate the study's outputs, such as course interest and academic motivation. The design of the study was action research, which is one of…
Descriptors: Web 2.0 Technologies, Gamification, Listening Comprehension, German
Kingsley, Tara; Grabner-Hagen, Melissa M. – College Teaching, 2023
Meaningful gamification is the use of game elements and play to build engagement and help learners find personal connections in real-world settings. This study examined the impact of meaningful gamification design on preservice teachers' perceptions, performance, and motivation levels within a gamified lesson planning unit. Participants were…
Descriptors: Gamification, Preservice Teachers, Student Attitudes, Performance
Fatma Pehlivan; Taner Arabacioglu – International Journal of Education and Literacy Studies, 2023
The aim of this research is to examine the effect of the gamification elements usage in the flipped classroom model on students' academic success, motivation, and learning strategies in the 9th grade mathematics course clusters subject. The method of the study is a quasi-experimental research design with a pretest/post-test control group. The…
Descriptors: Gamification, Mathematics Achievement, Student Motivation, Learning Strategies
Broome, Kerise Amaris – ProQuest LLC, 2023
The purpose of this action research is to evaluate the impact of gamified peer feedback in a high school English Language Arts classroom at Southern Charter High School. National assessments on writing show that student proficiency is low in part because many high school students lack revision skills. Compounding the problem is that as classroom…
Descriptors: Peer Evaluation, Feedback (Response), Gamification, High School Students
Kashive, Neerja; Mohite, Sayali – Interactive Technology and Smart Education, 2023
Purpose: This study aims to look at the integration of gamification in an e-learning model based on the technology acceptance model. The data was collected from respondents residing in India and elements of gamification (achievement, immersion and social) and personal characteristics of learners (self-efficacy, computer anxiety and enjoyment) and…
Descriptors: Gamification, Electronic Learning, Learning Experience, Foreign Countries
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

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