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Karen L. Richel – Journal of Human Sciences & Extension, 2025
Financial education plays a critical role in shaping lifelong financial behaviors and decision-making skills. To create a lasting impact, it is essential to establish core memories associated with money management from an early age. This article explores the significance of these foundational experiences and their role in financial education for…
Descriptors: Financial Education, Long Term Memory, Learning Experience, Emotional Experience
Christian Lopez Bencosme – ProQuest LLC, 2019
The objective of this dissertation is to empirically test the effects of personalized gamification on individuals' performance. In order to achieve this objective, multiple experiments and case studies are conducted, and methods to help in the design of personalized and adaptive gamified applications are presented. Gamification aims to implement…
Descriptors: Gamification, Individualized Instruction, Assistive Technology, Personality Traits
Dressler, Roswita; Guida, Rochelle; Chu, Man-Wai – Canadian Modern Language Review, 2023
If teachers have previously used technology (e.g., Learning Management Systems, document sharing, video-conferencing, gamification, social media or video-recording), they are likely to use it again. For second language teachers, sudden or planned-for online instruction during the COVID-19 pandemic may have resulted in their using new or familiar…
Descriptors: Foreign Countries, Language Teachers, Second Language Instruction, Technology Uses in Education
Kayyali, Mustafa – Online Submission, 2023
Traditional institutions are now up against fresh competition from virtual universities as the world gets more digital. Higher education is now more widely available thanks to these online universities that provide online courses and degrees. In this paper, I will give an overview of the virtual university scene, look at the development of online…
Descriptors: Virtual Universities, Educational Technology, Online Courses, MOOCs
Abdullah Kalay; Yüksel Deniz Arikan – Journal of Educational Technology and Online Learning, 2023
Since motivation is known to be a critical factor, approaches, methods, techniques, and materials that would affect motivation positively are utilized in learning and teaching processes. Gamification is used by including game components into teaching processes to enhance students' motivation, attract their attention to the lesson and boost…
Descriptors: Instructional Materials, Gamification, Student Motivation, Academic Achievement
Karen Lyn Johnson Cotter – ProQuest LLC, 2020
Many professional STEM jobs go unfilled annually, especially by diverse people. To increase the number of STEM graduates to fill these jobs, bridge programs at college campuses across the country look for innovative ways to support and retain these diverse, underserved populations. Today's Generation Z campus population is not only diverse but…
Descriptors: Gamification, Sense of Community, Self Efficacy, Summer Programs
Heather L. Lawton – ProQuest LLC, 2020
Advances in technology require the fields of education and training to adapt in order to meet learning and work demands. The academic literature indicates engagement increases learning achievement. Gamified approaches to learning enhance student motivation and engagement, yet empirical evidence to support the implementation into general practice…
Descriptors: Gamification, Academic Achievement, Student Improvement, Postsecondary Education
Rusen Meylani – International Journal of Research in Education and Science, 2024
This review explores the integration and effects of the Internet of Things (IoT) in education, highlighting its importance in transforming traditional teaching and learning techniques. It examines the early uses and historical growth of IoT, its development, and the turning points in its adoption. It explores IoT platforms, tools, and technologies…
Descriptors: Internet, Equipment, Educational Environment, Technology Uses in Education
Michelina Occhioni; Alessandra Beccaceci; Eleonora Paris – Journal of Geoscience Education, 2024
A Virtual World, the "Sustainability Hub" island, was developed and widely used during the COVID-19 pandemic, to support schools with distance-learning lessons, and the new mandatory Civic Education curriculum in Italy. Using a gamification approach, students learned about Agenda 2030 and sustainability focusing especially on themes…
Descriptors: Environmental Education, Distance Education, Geology, Sustainability
Carrión Candel, Elena; Colmenero, Manuel Jacinto Roblizo – Music Education Research, 2022
This study aims to analyse the extent to which gamification tools and multimedia resources (i.e. Cuadernia, Kahoot, Quizizz, and Socrative) can serve in learning strategies for education, achievement, participation and motivation during student teacher training in the subject of "Musical Education and its Didactics" and within the…
Descriptors: Music Education, Gamification, Multimedia Materials, Foreign Countries
Araújo, Inês; Carvalho, Ana Amélia – Education Sciences, 2022
Although there is ample evidence that gamification can engage students in learning, it is less used than one would expect. This raises the question of the difficulties teachers face in planning and implementing gamification in their classes. What enables teachers' implementation of gamification? These questions were addressed through a case study,…
Descriptors: Gamification, Educational Games, Game Based Learning, Educational Technology
Ozyurt, Ozcan; Ayaz, Ahmet – Education and Information Technologies, 2022
Education and Information Technologies (EAIT) has been a leading journal in education & educational research since 1996. To celebrate its 25th anniversary and provide a comprehensive overview of the field, a topic modeling-based bibliometric analysis was conducted on the articles published in this journal. The study is constructed upon two…
Descriptors: Educational Trends, Educational Research, Bibliometrics, Citations (References)
Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes
Kiliç, Servet – Informatics in Education, 2023
This study aims to explore how gamification elements influence the development of the Community of Inquiry (CoI) in an online project-based programming course conducted on Facebook. We formed student groups by using a quasi-experimental design from students studying in the computer science department. While both courses were project-based, the…
Descriptors: Instructional Effectiveness, Gamification, Communities of Practice, Inquiry
Angelica R. Cash; Julia R. Penick; Celia F. Todd; Monica C. So – Journal of Chemical Education, 2023
Summative lab assessments probe student mastery over concepts, but conventional ones often result in decreased student engagement and confidence. If conventional summative lab assessments are replaced by accessible gamified evaluations, such as online escape rooms, this leads to improved student engagement and confidence. In this work, we adapted…
Descriptors: Chemistry, Learner Engagement, Science Instruction, Electronic Learning

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