Topic: Gamification and Game-Based Learning
Gamification is an educational approach that seeks to motivate students by using introduction of game elements into a traditionally non-game situation. Game-based learning refers to the borrowing of certain gaming principles, it is designing learning activities that can incrementally introduce concepts, and guide users towards an end goal. Gamification and game-based learning both promote engagement and sustained motivation in learning.
This topic aims to publish works focused on all aspects of gamification and Game-based learning. It welcomes submissions from academics and researchers that facilitate education or propose new theories on teaching and learning that can be supported by such technology.
Make a new submission to the Topic: Gamification and Game-Based Learning section.
This topic aims to publish works focused on all aspects of gamification and Game-based learning. It welcomes submissions from academics and researchers that facilitate education or propose new theories on teaching and learning that can be supported by such technology.
Make a new submission to the Topic: Gamification and Game-Based Learning section.
List of Publications
2026
(7)
2026
- Learning Finance through Play: Assessing Gamified Environments in Agricultural Board Game Education
- Game-Based Learning to Promote Environmental Citizenship in Elementary Education
- Development and Implementation of an Educational Mobile Application for Children with Hearing Impairments
- Validating a Technology-Enhanced Learning Model: Correlation between STEAM, Gamification, and Critical Thinking Skills Using SEM
- Effectiveness of Gamification Elements in Teaching Programming to Future Informatics Teachers
- Application of Gamified Hybrid Competency-Based Learning to Enhance Vocational Students’ Digital Safety Skills
- Integration of Adaptive AI and Collaborative Gamification: A Contextualized Personalization Model to Enhance Student Engagement in Cloud-Based Learning
- Enhancing Elementary Students’ Digital Numeracy through a Moodle-Based Virtual Product Digital Learning System (VPDLS): Development, Gamification Design, and Practical Evaluation
2025
(11)
2025
- Needs Analysis for Developing an Educational Hybrid Board Game for Python Programming
- Game-Based Learning in Programming Courses: A Platform Development for Enhanced Learning Engagement
- Enhancing Elementary Students’ Mathematical Problem-Solving Skills through a Culture-Based Android Application
- Integrating Digital Technology into Traditional Game-Based Learning to Cultivate Local Wisdom Values among Elementary School Students in Bantul, Indonesia
- Towards Gamified Acceptance in eLearning Systems: Students’ Perspective at Iraqi Higher Education Institutions
- The Influence of Gamification-Based Assessment on Student Learning Outcomes through a Mobile Web Application
- Gamification’s Effect on the Acquisition of Patriotic Behaviors in a Primary School Social Studies Course
- Exploring University Students’ Perceptions and Their Attitudes towards Gamified Learning
- Enhancing Student Engagement in HCI Courses through Gamified Mobile Learning Interfaces in Higher Education
- Can Serious Games Reduce Electric Current Misconceptions among 10th Grade Moroccan Science Pupils?
- Game-D: Development of an Educational Game Using a Line Follower Robot on Straight Motion Material
2024
(5)
2024
- Innovative Approach to Teaching EFL through a Game-Based Speaking Mobile Application
- Impact of ‘Help! Serious Game’ on Motivation and Achievement: A Study on Undergraduate Students Majoring in Special Education
- Enhancing Occupational Health and Safety Education: A Mobile Gamification Approach in Machining Workshops
- Continuance Intention to Use Gamified Mobile Apps for English Speaking Skills Learning in Chinese English as Foreign Language (EFL) Higher Education
- Empowering the Next Generation: Using Minecraft Education to Teach Solar Photovoltaic Concepts in Secondary School
- Evaluating the Effectiveness of Gaming Practices in Enhancing Computer Science Terminology Learning among Primary School Students