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Chuang Chen; Nurullizam Jamiat; Siti Nazleen Abdul Rabu; Yongchun Mao – Education and Information Technologies, 2024
Gamified interactive e-books can make the learning process more interactive, enjoyable, and personalized by incorporating game elements into the educational content, thus increasing student engagement and retention in the flipped classroom. However, scholars have pointed out that learning with game elements that may lead to poor learning outcomes.…
Descriptors: Grade 6, Mathematics Education, Flipped Classroom, Teaching Methods
Irina Kliziene; Gintaute Sinkeviciene; Ginas Cizauskas; Aldona Augustiniene – Cogent Education, 2024
Primary school pupils with hearing impairment face various obstacles to their academic and personal growth. The main aim of the study was to reveal the impact of the use of gamification methods on the mathematic achievement of primary school pupils with hearing impairment. This study used a pretest/posttest experimental strategy. The experiment…
Descriptors: Gamification, Mathematics Achievement, Instructional Effectiveness, Elementary School Students
Fernando Carrión-Robles; Verónica Espinoza-Celi – Emotional & Behavioural Difficulties, 2024
This study aimed to determine the strategies for teaching English as a foreign language (EFL) to a student with attention deficit hyperactivity disorder (ADHD). It was carried out in the South of Ecuador and used the descriptive qualitative method to explore how teaching strategies impacted the behaviour and learning experiences of the ADHD child.…
Descriptors: Teaching Methods, English (Second Language), Second Language Instruction, Attention Deficit Hyperactivity Disorder
Ensmann, Suzanne; Whiteside, Aimee – Online Learning, 2022
This descriptive study offers lessons learned from students' experiences with a gamified, social media-like instructional approach in eighteen courses from spring 2021 through spring 2022. Researchers at a mid-sized university in the southeastern United States leveraged Christensen's (2011) disruptive innovation theory as a guiding framework to…
Descriptors: Student Satisfaction, Sense of Community, Online Courses, Gamification
Lluch-Molins, Laia; Balbontin-Escorza, Francis Yorka; Sullivan-Campillay, Nelida – Journal of Technology and Science Education, 2022
This contribution presents the pedagogical design of a subject through gamified activities supported by technological tools in which the integration of two key subjects of the Civil Industrial Engineering career were implemented, which are operational research and project evaluation. In addition, the results of the satisfaction and learning…
Descriptors: Cooperative Learning, Student Motivation, Gamification, Engineering Education
Al-Malki, Laila; Meccawy, Maram – Computers in the Schools, 2022
In this study, a personalized gamified recommender system was developed to help secondary-school students in Saudi Arabia learn computer programming. This recommender system supports those students by providing personalized recommendations to address their weaknesses and increase their motivation toward computer programming. A total of 60 female…
Descriptors: Academic Achievement, Student Motivation, Computer Science Education, Programming
NiYa Nicole Costley – ProQuest LLC, 2022
Teachers have positive attitudes toward the use of gamification in the classroom yet research shows that it is implemented inconsistently. Furthermore, specific elements of what makes gamification successful with students has not been studied. The purpose of this study was to explore teacher perceptions of gamification and its use in the K-8…
Descriptors: Elementary School Teachers, Middle School Teachers, Gamification, Teacher Attitudes
Núñez-Pacheco, Rosa; Espinoza-Montoya, Claudia; Yucra-Quispe, Liz-Marjorie; Turpo-Gebera, Osbaldo; Aguaded, Ignacio – Journal of Technology and Science Education, 2023
Video games have become an important element of contemporary life. The need to use them in the field of education has given rise to the appearance of serious video games, which have been specially designed to achieve objectives at different educational levels and generate spaces for educational innovation. The purpose of this work is to…
Descriptors: Video Games, Game Based Learning, Engineering Education, Student Attitudes
Tatli, Zeynep; Gülay, Ahmet; Mert, Arzu – International Journal of Contemporary Educational Research, 2023
The aim of this study is to evaluate the effectiveness of foreign language teaching with gamification applications in primary school. In this research, embedded design, which is one of the mixed methods in which quantitative and qualitative methods are used together, has been adopted. The study group for this research is comprised of 33 students…
Descriptors: Student Attitudes, Elementary School Students, English (Second Language), Second Language Instruction
Çetin, Ismail; Erumit, Ali Kürsat; Nabiyev, Vasif; Karal, Hasan; Kosa, Temel; Kokoc, Mehmet – Participatory Educational Research, 2023
This study aims to examine the contribution of ArtiBos, which is designed as a Gamified Adaptive Intelligent Tutoring System for students' problem-solving skills. In the study, first of all, the system's design features to improve problem-solving skills were examined, and then the effect of the system on problem-solving skills was evaluated. The…
Descriptors: Gamification, Intelligent Tutoring Systems, Problem Solving, High School Students
Kam, Adele H. T.; Umar, Irfan N. – Education and Information Technologies, 2023
Gamification has been reported to increase learning motivation and produce positive learning behaviors or outcomes. As gamification research continues to mature, more studies are investigating factors that may contribute to the varying effectiveness of gamification, as well as factors that may moderate its effects. This study investigated whether…
Descriptors: College Students, Private Colleges, Foreign Countries, Gamification
Anas Jebreen Atyeh Husain; Abdelhafez Qasem Al-Shayeb; Fayez Saleem Khazalah – Journal of Information Technology Education: Research, 2023
Aim/Purpose: The study aimed to investigate the effect of using the gamified flipped classroom instructional method on the students' overall achievement compared to the traditional non-gamified, non-gamified flipped classroom, and traditional gamified instructional methods. Background: Flipped classroom is helpful to address limited class time,…
Descriptors: Flipped Classroom, Database Management Systems, Teaching Methods, Academic Achievement
Kabilan, Muhammad Kamarul; Annamalai, Nagaletchimee; Chuah, Kee-Man – Education and Information Technologies, 2023
Literature emphasizes that gamification significantly enhances students' engagement in learning and their motivation level. Studies have also examined the benefits of gamification in learning across different levels of education. However, the focus on academics' pedagogical understanding, knowledge, and skills and how they utilize these in…
Descriptors: Technology Uses in Education, Technology Integration, Gamification, College Faculty
Kirk Vanacore; Adam Sales; Allison Liu; Erin Ottmar – Grantee Submission, 2023
Computer-assisted learning platforms (CALPS) increasingly include gamified elements to improve student outcomes by enhancing their engagement with content. Although evidence exists that gamified programs increase engagement and learning outcomes, there is little causal research on what programmatic mechanisms drive the effect between engagement…
Descriptors: Educational Games, Gamification, Algebra, Mathematics Instruction
Natalie E. Wright – Grantee Submission, 2025
Funded through an early-phase Education Innovation and Research grant, Using and Leveraging Technology to Reinvent Accessibility: Minecraft Mentor Edition (ULTRA:ME) is an intervention designed to develop teachers' ability to use Minecraft and other educational technology tools to enhance science instruction for students with and without…
Descriptors: Educational Technology, Science Instruction, Teaching Methods, Video Games

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