International Journal of
Information and Education Technology

Editor-In-Chief: Prof. Jon-Chao Hong
Frequency: Monthly
ISSN: 2010-3689 (Online)
E-mali: editor@ijiet.org
Publisher: IACSIT Press
 

OPEN ACCESS
3.2
CiteScore

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.

List of Publications


2025

Enhancing Student Engagement in HCI Courses through Gamified Mobile Learning Interfaces in Higher Education
Pijitra Jomsri, Dulyawit Prangchumpol, and Kittiya Poonsilp

Can Serious Games Reduce Electric Current Misconceptions among 10th Grade Moroccan Science Pupils?
Mohamed Achour, Jalal Khouna, and Ahmed Tahiri

Game-D: Development of an Educational Game Using a Line Follower Robot on Straight Motion Material
Fivia Eliza, Muhammad Hakiki, Mughnil Muhtaj, Della Asmaria Putri, Yayuk Hidayah, Ade Fricticarani, Jamal Fakhri, Iqbal Arpannudin, Desty Endrawati Subroto, Kelik Sussolaikah, Mustofa Abi Hamid, Radinal Fadli, and M. Agphin Ramadhan

2024

Innovative Approach to Teaching EFL through a Game-Based Speaking Mobile Application
Jarah Gertrudes M. Espiritu and Khajornsak Buaraphan

Impact of ‘Help! Serious Game’ on Motivation and Achievement: A Study on Undergraduate Students Majoring in Special Education
Anas Hanandeh, Samer Ayasrah, and Wafaa Al Eid

Enhancing Occupational Health and Safety Education: A Mobile Gamification Approach in Machining Workshops
Aprilla Fortuna, Febri Prasetya, Agariadne Dwinggo Samala, Welli Andriani, Soha Rawas, Amri Ramadhan S., Hua Chai, Mirko Compagno, Saba Abbasinia, and Rahmat Azis Nabawi

Continuance Intention to Use Gamified Mobile Apps for English Speaking Skills Learning in Chinese English as Foreign Language (EFL) Higher Education
Kehan Du, Maslawati BT. Mohamad, and Azizah BT. Mohd. Zahidi

Empowering the Next Generation: Using Minecraft Education to Teach Solar Photovoltaic Concepts in Secondary School

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