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 |
Fabio Spano; Adam Kardos; Craig Dennis Howard – International Journal of Designs for Learning, 2025
This design case presents a gamified dictionary learning intervention for away-from-school learning. Intended to be mobile, the game features AI speech recognition for practicing English words and phrases. We also introduce a second feature--an integrated teacher dashboard that addresses issues in traditional homework--a lack of immediate feedback…
Descriptors: Gamification, Dictionaries, Artificial Intelligence, English (Second Language)
Ishi Srivastava; Heena Sachdeva; Shirali Tyabji – Discover Education, 2025
Gamification is gaining prominence in design education, offering innovative methods to enhance student engagement and develop critical competencies such as collaboration, creativity, and problem-solving. This study investigates the integration of gamification into a first-year Design Research course at ATLAS SkillTech University, Mumbai, India,…
Descriptors: Gamification, Design, Research, Courses
Hüseyin Ates; Cengiz Gündüzalp – Education and Information Technologies, 2025
This study examines the determinants of science teachers' intentions to adopt augmented reality-based gamification through an integrated framework that merges the General Extended Technology Acceptance Model for E-Learning (GETAMEL) with Protection Motivation Theory. The research investigates how cognitive factors, including perceived usefulness…
Descriptors: Science Teachers, Intention, Simulated Environment, Gamification
Felipe Pathé Duarte; João Pedro Ramos; Pedro Barbosa; Matteo Vergani; Cátia Moreira de Carvalho – Campbell Systematic Reviews, 2025
This protocol outlines a systematic review that aims to understand the effectiveness of educational programmes, delivered both online and offline, designed to prevent and counter the effects of online violent extremist propaganda in multiple languages. The primary objective is to assess the impact of interventions on reducing violent extremist…
Descriptors: Program Effectiveness, Prevention, Violence, Propaganda
Jongho Moon; Teamin Ha; Jenna R. Fisher – Strategies: A Journal for Physical and Sport Educators, 2025
This article aims to advance K-12 health literacy through the integration of technology-enriched participatory methods within skills-based health education. By emphasizing active student engagement, these instructional strategies align with the National Health Education Standards and cultivate critical thinking, problem-solving, and communication…
Descriptors: Health Education, Elementary Secondary Education, Multiple Literacies, Technology Uses in Education
Yoga Budi Bhakti; Irnin Agustina Dwi Astuti; Indica Yona Okyranida; Rendi Prasetya; Ika Maryani; Muhammad Nizaar – Open Education Studies, 2025
In the digital era, the application of technology in education is increasingly important to enhance student engagement and learning effectiveness. The aim of this study is to explore teachers' perceptions of twenty-first century learning technology innovations, specifically the implementation of gamification in elementary science education. Using…
Descriptors: Gamification, Science Education, Elementary School Teachers, Teacher Attitudes
Julián Ricardo Gómez Niño; Liliana Patricia Árias Delgado; Andrés Chiappe; Eric Ortega González – Journal of Research in Childhood Education, 2025
This systematic review examines how gamification and artificial intelligence (AI) can converge to foster essential 21st-century skills like creativity, collaboration, and critical thinking in education. The review followed the main PRISMA statement guidelines, resulting in 175 articles for qualitative content analysis and bibliometric network…
Descriptors: Gamification, Artificial Intelligence, Technology Uses in Education, 21st Century Skills
Celeste J. Carmichael; Samson O. Adeoye; Jama S. Coartney; Donna M. Westfall-Rudd; Megan M. Seibel; Amy White; Curtis R. Friedel; Israel O. Oyedare; Eric K. Kaufman – NACTA Journal, 2025
The evolving demands of the agricultural workforce require skills beyond traditional technical expertise, including communication, teamwork, adaptability, and self-management. These employability skills are critical for fostering innovation and addressing the complexities of modern agriculture. In support of helping community college faculty to…
Descriptors: Computer Uses in Education, Career Readiness, Employment Potential, Job Skills
Maria Valentina Toral Murillo; Melissa Fernandez Torres; Karen Itzel Mexicano Muro; Elvira Rodriguez Flores – Journal of Education and e-Learning Research, 2025
Innovations have been made to educational strategies in health sciences to increase intrinsic motivation in students which helps generate a significant and active learning in students with the help of methodologies, such as gamification, using escape rooms (ER) and the use of digital tools, such as the Sectra Table. The objective of this study is…
Descriptors: Foreign Countries, Medical Students, Nursing Students, Student Motivation
Anh Que Chung – Technology in Language Teaching & Learning, 2025
There has been growing interest in the potential of artificial intelligence (AI) in language education. However, little research has explored its application in pronunciation instruction. To address this gap, this qualitative study investigates Vietnamese secondary school English as a Foreign Language (EFL) teachers' beliefs about AI integration…
Descriptors: Artificial Intelligence, Technology Uses in Education, Pronunciation, English (Second Language)
Slater, Carleigh – International Journal of the Whole Child, 2022
The role of school has drastically changed over the past several decades. Standards and added subjects lead to a challenging and narrow view of education. The consequences of added pressure undermine the role of play throughout K-12 school systems. Research studies continue to describe play as vital for the success of children's development and…
Descriptors: Elementary Secondary Education, Play, Child Development, Academic Achievement
Necati Taskin; Ebru Kiliç Çakmak – Themes in eLearning, 2022
The aim of this study was to examine the effect of gamification on the motivation, engagement and academic achievement of students studying in a flipped learning. The study was conducted with a split-plot factorial design. The participants consist of 54 students studying at a state university in Turkey. The students in the experimental and control…
Descriptors: Gamification, Flipped Classroom, Student Motivation, Learner Engagement
Kari Johnson Cook – ProQuest LLC, 2022
Gamification and game-based learning have been used in the educational setting as an active learning strategy to increase student engagement. This study investigated the extent of the effect of gamification and game-based learning on student engagement of online Allied Health students in the Cultural and Ethical Influences course at Northwestern…
Descriptors: College Students, Gamification, Learner Engagement, Student Attitudes
Kwaku Edusei – ProQuest LLC, 2022
The purpose of this study is to investigate how designers of commercial educational mathematics game apps describe various aspects of "integration". My investigation addresses several research questions, including what integration means to designers, why they build it into games, and how they do so. Integration is a concept described in…
Descriptors: Gamification, Educational Games, Computer Oriented Programs, Mathematics
Qiao, Shen; Yeung, Susanna Siu-sze; Zainuddin, Zamzami; Ng, Davy Tsz Kit; Chu, Samuel Kai Wah – British Journal of Educational Technology, 2023
Gamification is typically implemented digitally. However, digital gamification is not always possible because of limited resources and logistical problems. It is thus necessary to explore low-threshold gamification methods that can be easily adopted in classrooms. One such method is non-digital gamification using physical game design elements.…
Descriptors: Gamification, Academic Achievement, Cognitive Processes, Learner Engagement

Peer reviewed
Direct link
