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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
Coleen Briggs – ProQuest LLC, 2021
The popularity of gaming has grown exponentially over the past twenty years, spanning the mediums of video games, simulations, role-playing games, and board games. Previous research into game-based learning and skill development has highlighted the neurological, mental, physical, and emotional benefits of gaming (Bediou et al., 2018; Chohan et…
Descriptors: Gamification, Leadership Training, Industrial Training, Nonprofit Organizations
Zhihui Zhang; Jenifer Crawford – Education and Information Technologies, 2024
Over the past few years, the world's attention has been focused on gaming systems and their application in education through gamification, incorporating game features into learning tools. Against this backdrop, this study aims to investigate the motivation of EFL learners in a Gamified Formative Assessment (GFA). Theoretical insights from…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Gamification
Editorial Projects in Education, 2024
Modernizing classrooms can empower educators and spark engagement to better prepare students for the digital age. This Spotlight will help you leverage technology to meet students' individual needs; learn how one district is using AI to heighten instruction and optimize teachers' time; review the tech skills students need for the digital age;…
Descriptors: Teacher Empowerment, Learner Engagement, Educational Technology, Technology Uses in Education
María-del-Mar Romero-Alemán – Anatomical Sciences Education, 2024
The present retrospective, descriptive, and quasi-experimental study aimed to explore students' perceptions of traditional teaching combined with gamified and nongamified e-tests for postlecture reinforcement. Midterm knowledge retention and academic performance were also analyzed. The study was conducted from February 2021 to May 2022, involving…
Descriptors: Gamification, Tests, Computer Assisted Testing, Biology
Nicola Urquhart; Joanne Lee; Eileen Wood – Journal of Research in Childhood Education, 2024
The accessibility of mobile technologies opens a new world of possibilities for parents to support their children's learning through game-based numeracy apps. Carefully designed numeracy apps can be effective at improving children's foundational numeracy skills. In the absence of industry standards for quality, however, it is important to…
Descriptors: Foreign Countries, Preschool Children, Mathematics Education, Handheld Devices
Robert Knipe – Journal of Physical Education, Recreation & Dance, 2024
How physical education teachers approach standards-based assessment of the new National Physical Education Standards is yet to be determined. But the use of technology for assessments may be one way to support and empower students in the education process toward physical literacy. This article focuses on the ways in which educators have adopted a…
Descriptors: Academic Standards, Educational Change, Student Evaluation, Technology Uses in Education
Surbhi Seema Sethi; Kanishk Jain – Journal of Research in Innovative Teaching & Learning, 2024
Purpose: This study aims to explore the potential benefits of integrating Artificial Intelligence (AI) with Social Emotional Learning (SEL) in educational settings. Design/methodology/approach: A systematic review of emerging AI technologies such as virtual reality, chatbots, sentiment analysis tools, gamification and wearable devices is conducted…
Descriptors: Artificial Intelligence, Technology Uses in Education, Social Emotional Learning, Educational Technology
Stephanie Morgan Ruiz – ProQuest LLC, 2024
This study addressed the following research questions: 1) What is the effect of differentiated gamified instruction on the cognitive engagement of ninth grade students in the unit of plant and animal systems? 2) What is the effect of differentiated gamified instruction on the behavioral engagement of ninth grade biology students in the unit of…
Descriptors: Individualized Instruction, Science Instruction, Teaching Methods, Gamification

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