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Veronica Membrive, Editor – IGI Global, 2024
"Practices and Implementation of Gamification in Higher Education" is a comprehensive book that explores the integration of gamification in tertiary education as an innovative approach to teaching and learning. By leveraging the mechanics of games, educators are able to achieve enhanced results, foster critical thinking, and promote…
Descriptors: College Faculty, Gamification, Game Based Learning, Educational Games
Balci, Sebiha – ProQuest LLC, 2022
Gamification is a promising method proposed to solve the motivational problems of online learners and enhance their performance. However, the evidence regarding why and how gamification might work and its effects on these outcomes is inconclusive. In order to provide more evidence to the ongoing discussion in the gamification field, the current…
Descriptors: Gamification, Educational Environment, Student Motivation, Psychological Needs
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Pardim, Vanessa Itacaramby; Contreras Pinochet, Luis Hernan; Viana, Adriana Backx Noronha; de Souza, Cesar Alexandre – International Journal of Information and Learning Technology, 2023
Purpose: Education is undergoing digital transformation intensified by COVID-19. In this context, gamification is an attractive alternative based on the use of elements of the games with educational purposes. However, it keeps the educational content to be learned as a central element without neglecting the "fun," which contributing to…
Descriptors: Gamification, Private Schools, Foreign Countries, Business Administration Education
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Lyons, Roisin M.; Fox, Grace; Stephens, Simon – Education & Training, 2023
Purpose: In an effort to enhance the student experience and achieve complex learning outcomes the use of gamification in higher education is increasing. Using two case studies, this paper explores the efficacy of two discrete inclusions of gamification in entrepreneurial education. Design/methodology/approach: In the first case study, students…
Descriptors: Gamification, Learner Engagement, Entrepreneurship, Outcomes of Education
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Baah, Charles; Govender, Irene; Rontala Subramaniam, Prabhakar – Cogent Education, 2023
Using an integration of the Attention, Relevance, Confidence, and Satisfaction (ARCS) model and the Self-Determination Theory (SDT). This study explored university students' motivation to learn through the use of gamification. A quantitative approach was used to obtain data from 60 students who participated in a gamified course utilizing a…
Descriptors: Gamification, Student Motivation, Learner Engagement, Student Satisfaction
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Hsiao, Hsien-Sheng; Chen, Jyun-Chen; Chen, Jhen-Han; Chien, Yu-Hung; Chang, Chung-Pu; Chung, Guang-Han – Educational Technology Research and Development, 2023
Since the late twentieth century, with the development of the Internet of Things (IoT), the IoT covers the application of comprehensive knowledge and technology in the fields of circuitry, physics, mechanics, and information, making it a suitable topic for hands-on science, technology, engineering, and mathematics (STEM) activities. The IoT covers…
Descriptors: Gamification, Models, High School Students, Programming
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Chen, Tan-I; Lin, Shih-Kai; Chung, Hung-Chang – Journal of Baltic Science Education, 2023
The combination of education and robots is becoming an increasingly important issue. Although researchers have conducted some studies on educational robotics in STEM education at the undergraduate level, no research examined the effects of gamified educational robotics on participants' motivation and creativity. Therefore, this study examines the…
Descriptors: College Students, Foreign Countries, STEM Education, Robotics
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Dhaifallah Saleh Alsuhaymi; Ohood Mohammed Alotaibi – Journal of Education and e-Learning Research, 2023
This study aims to demonstrate the efficacy of gamification in developing HTML programming skills and academic achievement motivation for 10th-grade students. Despite the significance of computer programming in developing students' thinking, many students still need more motivation to learn it. One of the entertaining strategies of computer…
Descriptors: Gamification, Programming, Academic Achievement, Student Motivation
Katerina Dawn Lavides Sieg Thomas – ProQuest LLC, 2023
This narrative self-study explores an elementary school teacher's curriculum-making during a critical incident in their career (March 2020-May 2020 and August 2020-December 2020) teaching during the COVID-19 pandemic. Using narrative inquiry and memory-work, I consider the tensions within curricular forces and identity and the ways in which my…
Descriptors: Curriculum Development, COVID-19, Pandemics, Personal Narratives
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Álvaro Antón-Sancho; Diego Vergara; Lorena Rodríguez-Calzada – Higher Learning Research Communications, 2023
Objectives: Analysis of the player profiles of professors is a fruitful line of research because player profiles may influence the design of gamified situations. We studied a sample of 243 university professors in Mexico to analyze the player profiles with which they identify and those they consider most effective didactically in gamified…
Descriptors: Foreign Countries, Gamification, College Faculty, Game Based Learning
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Nagla El-Tanahi; Mona Soliman; Hager Abdel Hady; Rawan Alfrehat; Rasha Faid; Mona Abdelmoneim; Marwa Torki; Noha Hamoudah – International Journal of Education in Mathematics, Science and Technology, 2024
The development of digital technology in leaps and bounds has resulted in offering different learning options and alternatives in physical education. In this regard, technology techniques, like gamification, have been utilized in several areas of education, leading to the identification of its several usage benefits. Nevertheless, there is a lack…
Descriptors: Gamification, Teaching Methods, Physical Education, Skill Development
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Imge Akcakaya Waite; Aysegul Akcay Kavakoglu; Lacramioara Diana Robescu; Diana Mariana Cocarta; Liana Ioana Vuta – International Journal of Sustainability in Higher Education, 2024
Purpose: This study aims to enhance integration of game-based learning (GBL) as a tool for conveying intricate circular economy (CE) concepts effectively into international and interdisciplinary higher education collaborations for the development of sustainable communities. Design/methodology/approach: A series of game-based workshops by the…
Descriptors: Game Based Learning, Educational Cooperation, Interdisciplinary Approach, Foreign Countries
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Fariba Foroutan Far; Mahboubeh Taghizadeh – Computer Assisted Language Learning, 2024
This study investigated the effects of digital and non-digital gamification on EFL learners' learning collocations, satisfaction, perceptions, and sense of flow. The participants divided into three groups of digitally gamified, non-digitally gamified, and non-gamified classes were 75 Iranian EFL students at B1 level. In each class, students were…
Descriptors: Gamification, Technology Uses in Education, English (Second Language), Second Language Learning
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Simpson, Joseph; Brantly, Aaron – Journal of Cybersecurity Education, Research and Practice, 2022
Several decades of research in simulation and gamification in higher education shows that simulations are highly effective in improving a range of outcomes for students including declarative knowledge and interest in the topic being taught. While there appears to be a broad array of options to provide education in an undergraduate setting related…
Descriptors: Information Security, Undergraduate Students, Gamification, Literature Reviews
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Zhang, Bo; Goodman, Lizbeth; Gu, Xiaoqing – SAGE Open, 2022
This study aims to help international students learn the language and cultural knowledge of their future study destination by collaborating with local students through coplaying games in online virtual rooms. Therefore, this study explores whether the 3D interactive game with specific contexts on a virtual platform can support intercultural…
Descriptors: Computer Games, Computer Simulation, Foreign Students, Second Language Learning
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