The effects of gamification-based teaching practices on student achievement and students' attitudes toward lessons
Yildirim, Ibrahim·2017·The Internet and Higher Education
Cited by (320)
Items 101–200 of 320
- The Impact of Using Gamification in Learning Computer Science for Students in UniversityRisna Oktaviati, Adam Amril Jaharadak · 2018 · International Journal of Engineering & Technology
- Analysis of the Documents Published in the Web of Science Database on Teachers' Gamification Method: A Content AnalysisZehra Özçınar, Venera Gilmkhanovna Zakirova, Р.А. Курбанов, Белялова Асия Мидихатовна · 2019 · International Journal of Emerging Technologies in Learning (iJET)
- Developing and Implementing GAPc, a Gamification Project in Chemistry, toward a Remote Active Student-Centered Chemistry Course Bridging the Gap between Precollege and Undergraduate EducationKristien Brassinne, Monique Reynders, Karin Coninx, Wanda Guedens · 2020 · Journal of Chemical Education
- Impact of Students’ Online Learning Burnout on Learning Performance – the Intermediary Role of Game EvaluationDandan Mu, Wei Guo · 2022 · International Journal of Emerging Technologies in Learning (iJET)
- Gamification in education—teachers’ perspectives through the lens of the theory of planned behaviorLaura Leiss, Jörg Großschedl, Matthias Wilde, Silvia Fränkel, S. Becker, Nadine Großmann · 2025 · Frontiers in Psychology
- Technology-Enhanced Learning and Its Association with Motivation to Learn Science from a Cross-Cultural PerspectiveTamar Ginzburg, Miri Barak · 2023 · Journal of Science Education and Technology
- Percepciones de estudiantes y docentes del uso que los estudiantes hacen de Internet y su relación con la modalidad de estudioRubicelia Valencia-Ortíz, Urtza Garay Ruíz, Julio Cabero Almenara · 2020 · Revista de Educación a Distancia (RED)
- Undergraduate Game-Based Student Response Systems (SRSs): A Systematic ReviewNikki Squire · 2023 · Technology Knowledge and Learning
- Implementation of VR Technologies in Language Learning Settings: A Systematic Literature ReviewOya Özgün, Olgun Sadık · 2023 · Educational policy analysis and strategic research
- Intention for enhancing metaverse-based learning using gamification among university students: a study using Delphi and structural equation modelling approachesTarinmoy Das, Sivaji Ganesh Kondamudi, Mohammad Dawood Babakerkhell, Debajyoti Pal, Rita Roy, Suree Funilkul · 2024 · Cogent Business & Management
- ProDecAdmin: A Game Scenario Design Tool for Software Project Management TrainingAlejandro Calderón, Mercedes Ruiz, Rory V. O’Connor · 2017 · Communications in computer and information science
- The happy association of game and gamification: the use and evaluation of game elements with game-based activitiesSemra Fiş Erümit, Türkan Karakuş Yılmaz · 2021 · Technology Pedagogy and Education
- Bibliometric Analysis of Game-Based Researches in Educational ResearchCansu Çiğdem Ekin, Abdülmenaf Gül · 2022 · International Journal of Technology in Education
- Student Acceptance on Game to Support Teaching and LearningWan Hussain Wan Ishak · 2020 · International Journal of Advanced Trends in Computer Science and Engineering
- Gamification Effect: Enhancing Student Learning Outcomes in Higher Education: A Meta-Analysis and Policy ImplicationsFrancis Obeng Gyedu, Peter Anti Partey, F. A. Boafo, Doris Dziedzorm Agbo · 2026 · SAGE Open
- Evaluación del diseño de un programa de intervención gamificado para el desarrollo del pensamiento histórico en el alumnado de Educación PrimariaMaría Martínez-Hita, Pedro Miralles Martínez · 2020 · Revista Interuniversitaria de Formación del Profesorado Continuación de la antigua Revista de Escuelas Normales
- Development of Gamification-Based E-Learning on Web Design TopicFajar Pradana, Punaji Setyosarı, Saida U Ulfa, Tsukasa Hirashima · 2023 · International Journal of Interactive Mobile Technologies (iJIM)
- Engaging Learners in a Flipped Information Science Course with Gamification: A Quasi-experimental StudyBiyun Huang, Khe Foon Hew, Peter Warning · 2018 · Communications in computer and information science
- Investigating and Comparing the Effects on Learning Achievement and Motivation for Gamification and Game-Based Learning: A Quantitative Study Employing KahootQi Zhang, Zhonggen Yu · 2022 · Education Research International
- Immersive Digital Storytelling Learning Experience with a Metaverse Gamification Game Platform to Enhance Game Developer CompetencyJaruwan Karapakdee, Panita Wannapiroon · 2023 · International Journal of Information and Education Technology
- Gamification for air quality education: A systematic literature reviewAbdollah Baghaei Daemei, Ruggiero Lovreglio, Zhenan Feng, Daniel Paes, Clayton Carl Miller · 2025 · Building and Environment
- Teaching creative careers in the pandemicBexi Perdomo, María del Carmen Llontop-Castillo, Oscar Mas Vives · 2022 · Learning and Teaching
- Key factors influencing knowledge acquisition through game‐based learningMauro Calza-Perez, Pilar Pérez-Ruiz, Sandra Enri‐Peiró, Carla Martínez Climent, Javier Sánchez · 2024 · Psychology and Marketing
- Fuzzy Multicriteria Models for Decision Making in GamificationMaría Carmen Carnero · 2020 · Mathematics
- The Effects of Teaching Presence on Students’ Motivation and Performance in A Long-term Online Gamified EFL Listening CourseSuharno Suharno, Didi Suherdi, Wawan Gunawan · 2023 · International Journal of Instruction
- Gamification in Online EducationRolan T. Pelegro · 2022 · SSRN Electronic Journal
- A Scenario-Based and Game-Based Geographical Information System (GIS) Approach for Earthquake Disaster Simulation and Crisis MitigationBakhtiar Feizizadeh, Seyed Javad Adabikhosh, Soodabe Panahi · 2023 · Sustainability
- Designing game scenarios for software project management education and assessmentAlejandro Calderón, Mercedes Ruiz, Rory V. O’Connor · 2018 · IET Software
- Teaching and learning Modelling and Specification based on gamificationFernando Moreira, Maria João Ferreira, David Fonseca Escudero, Carla Santos Pereira, Natércia Durão · 2020 · Iberian Conference on Information Systems and Technologies (CISTI)
- Advancing Conceptual Understanding: A Meta-Analysis on the Impact of Digital Technologies in Higher Education MathematicsAnastasia Sofroniou, Mansi Harsh Patel, Bhairavi Premnath, Julie A. Wall · 2025 · Education Sciences
- On the Pre-Perception of Gamification and Game-Based Learning in Higher Education Students: A Systematic Mapping StudyJohn Henry, Fujia Li, Sylvester Arnab · 2024 · Simulation & Gaming
- Using Digital Game-Based Learning in Mathematics Education: A Case Study with Teacher Training StudentsEdith Debrenti · 2024 · International Journal for Technology in Mathematics Education
- Low-tech serious games in higher education: bridging the digital divide and enhancing student thinking and performanceChong‐Wen Chen · 2025 · Humanities and Social Sciences Communications
- Virtual campus environments: A comparison between interactive H5P and traditional online activities in master teachingIsabel Cristina Gil García, Ana Fernández‐Guillamón, María Socorro García-Cascales, Ángel Molina‐García · 2023 · Computer Applications in Engineering Education
- Investigating the Impact of Game-Based Learning and Gamification Strategies in Physical Education: A Comprehensive Systematic ReviewGamze Mercan, Zümrüt Varol Selçuk · 2024 · Journal of Interdisciplinary Education Theory and Practice
- GAMIFICATION IN FOR-PROFIT ORGANISATIONS: A MAPPING STUDYLászló Szendrői, Krishna S. Dhir, Katalin Feketéné Czakó · 2020 · Verslas teorija ir praktika
- An Research of Gamification Impact in Learning Mathematics2019 · International Journal of Recent Technology and Engineering (IJRTE)
- Analysis of elementary school students’ mastery in math instruction based on arithmetic gamificationSuprih Widodo, Pupung Rahayu · 2019 · Journal of Physics Conference Series
- Effectiveness of gamification-based teaching in approach to eye trauma: a randomized educational intervention trialMeysam Siyah Mansoory, Danial Yousefi, Seyyed Mohsen Azizi, Leila Rezaei · 2024 · BMC Ophthalmology
- Unlocking potential: Systematic review the use of gamification in leadership curriculumTianshi Hao, Jade G. Winn, Qiang Qiang · 2023 · Education and Information Technologies
- The Impact of Gamified Instruction on Students’ Learning Outcomes: Systematic Review of Experimental StudiesNevena Jaftha, Marouska Zahra Micallef, Tatjana Chircop · 2021 · International Journal of Education
- The Use of Gamified Differentiated Homework in Teaching General ChemistryEdelito G. Villamor, Minie Rose Lapinid · 2022 · TEM Journal
- Gamification of Virtual Language Learning: A Case Study with Thai Undergraduate StudentsVeronica Aguilos, Colin Gallagher, Kevin Fuchs · 2022 · International Journal of Information and Education Technology
- Revisión sistemática y propuesta para la implementación de metodologías activas en la educación STEMMyriam Irlanda Arteaga Marín, Aminael Sánchez‐Rodríguez, Pilar Olivares-Carrillo, Antonio Máurandi López · 2022 · EDUCATECONCIENCIA
- Analysis of Three Methodological Approaches in the Use of Gamification in Vocational TrainingMiguel García Iruela, Raquel Hijón‐Neira, Cornelia Connolly · 2021 · Information
- Gamified-flipped English classes and L2 learners’ achievement and perceptionsElham Daliranfirouz, Mohammad Amiryousefi, Renata Geld, Dariush Nejad Ansari · 2024 · Innovation in Language Learning and Teaching
- Mapping academic motivation, self-efficacy, achievement emotions, and vocabulary learning in a game-enhanced learning environment from the lens of activity theoryMin Li · 2024 · Learning and Motivation
- The use of XR technology in criminal justice teaching and education: a scoping reviewAmy Meenaghan, Iris van Sintemaartensdijk · 2024 · Smart Learning Environments
- Using game-based principles to empower students in non-STEM academic programmesRocío de la Torre, Jasmina Berbegal‐Mirabent · 2020 · Innovations in Education and Teaching International
- Gamification in Adult LearningAbdülmenaf Gül, Cigdem Uz-Bilgin · 2021 · IGI Global eBooks
- Just by being here, you aren’t halfway there: Structured active learning and its integration in virtual learning environments and assessmentB.J. Jones, Keith R. Sturrock · 2022 · Science & Justice
- Pengaruh Flipped Classroom Beraktivitas Gamifikasi Tradisional Terhadap Self Regulated Learning Pada Pembelajaran Pemrograman VisualMoh. Hadihabibi Hadihabibi, Punaji Setyosarı, Yerry Soepriyanto · 2023 · JKTP Jurnal Kajian Teknologi Pendidikan
- The Effect of Gamification on Math Achievement, Motivation, and Learning Strategies in Flipped ClassroomsFatma Pehlivan, Taner Arabacıoğlu · 2023 · International Journal of Education and Literacy Studies
- Gamification in physiotherapy and rehabilitation education: a narrative reviewMüge Dereli, Turhan Kahraman · 2024 · Bulletin of Faculty of Physical Therapy
- The interplay between gamification and network structure in social learning environments: A case studyM.E. Sousa‐Vieira, J.C. López-Ardao, Manuel Fernández‐Veiga, Orlando Ferreira‐Pires · 2020 · Computer Applications in Engineering Education
- The use of chatbot as an element of tutorial action in university teachingPedro Ángel Castillo Valdivieso · 2021 · ReiDoCrea Revista electrónica de investigación Docencia Creativa
- Teachers’ Perceptions of using Gamification Apps in Teaching Speaking Skill to EFL Young LearnersNguyen Thi Thanh Thuy, Luu Nguyen Quoc Hung · 2021 · International Journal of Science and Management Studies (IJSMS)
- Exploring the Role of Chatbots and Messaging Applications in Higher Education: A Teacher’s PerspectiveJuan Julián Merelo, Pedro Ángel Castillo, Antonio Miguel Mora, Francisco Barranco, Noorhan Abbas, Alberto Guillén, Olia Tsivitanidou · 2022 · Lecture notes in computer science
- The Legends of Elendor: Educational Gamification as an Influential Factor in Academic Flow and Academic Performance in Socially Depressed CommunitiesAna Manzano León, José M. Rodríguez-Ferrer, José M. Aguilar-Parra, Carlos Salavera · 2022 · Education Sciences
- Contemporary Hybrid Laboratory Pedagogy: Construction of A Simple Spectrophotometer with STEM Project-Based Learning to Introduce Systems Thinking SkillsAri Syahidul Shidiq, Anna Permanasari, Hernani, Sumar Hendayana · 2022 · Asia Pacific Journal of Educators and Education
- Review on Gamification in e-learning: Effects and ChallengesSenthil kumaran V, Nithiya Shri M, A Harini · 2023 · Jurnal Pendidikan
- Prediction of students’ learning outcomes by various variables in gamified online accounting coursesMurat Serçemeli, Özlem Baydaş · 2023 · Education and Information Technologies
- Gamification’s efficacy in enhancing students' HTML programming skills and academic achievement motivationDhaifallah Saleh Alsuhaymi, Ohood Mohammed Alotaibi · 2023 · Journal of Education and e-Learning Research
- The effectiveness of gamification and artificial intelligence in increasing the motivation and effectiveness of students in learning English in elementary schoolMarzhan Moldakassymovna Duisenova, Ainur Zhorabekova · 2023 · Eurasia Journal of Mathematics Science and Technology Education
- New Tools in Education: Development and Learning Effectiveness of a Computer Application for Use in a University Biology CurriculumBrendan Latham, Matthieu Poyade, Chris Finlay, Avril Edmond, Mary McVey · 2019 · Advances in experimental medicine and biology
- An overview of digital game-based learning development and evaluation modelsM. Horvat, Tomislav Jagušt, Z. Prce Veseli, K. Malnar, Z. Cizmar · 2022 · International Convention on Information and Communication Technology, Electronics and Microelectronics
- Mapping a Decade of Research on Gamification and Computational Thinking: A Bibliometric and Thematic Analysis (2015–2025)Serafeim A. Triantafyllou, Theodosios Sapounidis · 2026 · Interchange
- Preparing Teachers and Students for the Challenges of Society 5.0Midya Yousefi, Jahirul Mullick, Qiusu Wang · 2024 · Advances in educational technologies and instructional design book series
- A Framework for Designing Courses by Synergizing Project‐Based Learning With GamificationMuhammad Ishaq, Kamran Abid, Uzma Farooq, Kashif Ishaq, Nurhizam Safie Mohd Satar, Adnan Abid · 2025 · Human Behavior and Emerging Technologies
- Flipped Learning and Gamification in Information Technologies and Software CourseGülseren Fidan Tarhan, Gülcan Öztürk · 2022 · International Journal of Contemporary Educational Research
- Development of Mobile Learning Media (MLM) to Enchance Students’ Understanding of CNC Programming Subjects2020 · International Journal of Advanced Trends in Computer Science and Engineering
- A Model Framework for the Implementation of Gamification in Arabic Teaching in MalaysiaUmmi Syarah Ismail, Nurul Izlin Makhtar, Majdah Chulan, Noraini Ismail · 2023 · Theory and Practice in Language Studies
- Effect of Web 2.0 Gamification Tools on Listening Comprehension Skills in a Second Foreign Language German CourseLatife Yıldırım, Engin Karahan · 2023 · Digital Education Review
- Online and In-Class Evaluation of a Music Theory E-Learning PlatformMatevž Pesek, Franc Klavž, Peter Šavli, Matija Marolt · 2022 · Applied Sciences
- Adaptive toolkit of branch-oriented workshop environment for enlargement the cloud-based e-learning media platformTetyana V. Neroda, Lidiia Slipchyshyn, Ivan O. Muzyka · 2021 · CTE Workshop Proceedings
- Validation of Learning Theories in Their Relationship with Information and Communications TechnologyJosé Capacho · 2018 · Turkish Online Journal of Distance Education
- A Systematic Design Model for Gamified Learning EnvironmentsTugce Aldemir, Amine Hatun Ataş, Berkan Çelik · 2018 · Advances in game-based learning book series
- The effect of gamified e-learning on marine ecology education: insights from Iranian maritime studentsSayed Hadi Sadeghi · 2024 · Environmental Education Research
- Work in progress Engaging professional competencies through gamificationRincon Flores, Grace Elvira, Santos Guevara, N Brenda · 2020 · IEEE Global Engineering Education Conference (EDUCON)
- The Effect of Gamification-Based Programming E-Learning Platform on Students' AchievementFajar Pradana, Punaji Setyosarı, Saida U Ulfa, Tsukasa Hirashima, Faizatul Amalia · 2023 · International Conference on Sustainable Information Engineering and Technology (SIET)
- The Effectiveness of Wordwall in Enhancing Students’ Engagement and Motivation in Literature ClassesDaniel Ari Widhiatama, Catharina Brameswari · 2024 · International Journal of Linguistics Literature & Translation
- Towards a Standard to Describe and Classify Serious Games as Learning Resources for Software Project ManagementAlejandro Calderón, Manuel Trinidad, Mercedes Ruiz, Rory V. O’Connor · 2018 · Communications in computer and information science
- University Licensure Examination Reviewer for Teacher: A Framework for Developing Gamified ExaminationMervin Jommel T. De Jesus, Francis F. Balahadia · 2020 · International Journal of Computing Sciences Research
- Exploring student perceptions and experiences of different teaching and learning approaches in architectural history education: a comparative case studyMuzaffer Özgüleş, Mahmut Kalman, Melike Özyurt, Sevilay Şahin · 2020 · Learning Environments Research
- From Gamification to Serious Games: Reinventing Learning ProcessesCirit Mateus De Oro, Daladier Jabba, Ana María Erazo Coronado, Rodrigo Mario Campis Carrillo · 2022 · Education and human development
- Teachers’ Perceptions towards Using Gamification in Teaching Grammar for Non-English Majored StudentsAnh Thi Van Pham, Chau Minh Pham · 2022 · International Conference on e-Education, e-Business, e-Management and e-Learning
- An examination of opinions of teacher candidates on a course enriched through gamificationAyça FİDAN, Erhan Şengel · 2022 · Journal of Educational Technology and Online Learning
- Gamification as a New Format of Projects Method in Blended Learning Conditions Studying Disciplines of the Pedagogical CycleOleksii Nalyvaiko, Оксана Анатоліївна Жукова, Liudmyla Ivanenko, Yaroslava Shvedova, Tetiana Nekrashevych · 2021 · Revista Romaneasca pentru Educatie Multidimensionala
- Impact of "Donkey", "Snap" dan "King" (DSK) non-digital gamification cards on fourth-grade students' math performance in fractionsMohd Afifi Bahurudin Setambah, Mazlini Adnan, Syaza Hazwani Zaini, Mujiasih Mujiasih, Riyan Hidayat, Muhammad Alhaji Ibrahim, Hayato Hanazono · 2024 · Infinity Journal
- Comparing engagement and active participation with gamification in Quizizz applications: influences on the teaching-learning processVirginia Hernanz, Cecilia Latorre-Cosculluela, Cristina Suárez · 2025 · Technology, Pedagogy and Education
- Perceptions of gamification in education: Evidence from a developing country contextBudour Almisad, Ayda A. Aleidan · 2025 · Eurasia Journal of Mathematics Science and Technology Education
- Enhancing Reading Skill via ReadTheory.org: Students’ Attitudes, Motivation, Autonomy and PerceptionsFatmah Sewelem Alalwany · 2021 · Arab World English Journal
- Exploring Fair and Effective Online Electronic Exam in place of In-Person Examinations during Remote LearningLi Ling Apple Koh, Mei Xuan Tan, Gim-Yang Maggie Pee, Chee Huei Lee, M. Colla, Wei Lek Kwan · 2021 · IEEE International Conference on Teaching, Assessment, and Learning for Engineering
- The Impacts of Gamification on Student Engagement and Learning outcomes in Literature in Education: A Literature ReviewMishalni Chandran A P Chandrasehgaran, Hanita Hanim Ismail · 2024 · International Journal of Academic Research in Business and Social Sciences
- Gamification in Educational ContextsStefan Piasecki · 2019 · International Journal of Advanced Pervasive and Ubiquitous Computing
- Gamification in the microbiology classroom for biology students during the COVID-19 pandemicNicols Dayana Reina-Guzmán, Karen Ximena Sandoval-Parra, Martha Lucia Ortíz-Moreno, Sara Cristina Guerrero · 2022 · ENTRAMADO
- Effects of Cognitive Load Level on Students’ Attitude towards the Gamified CourseFatma Burcu Topu · 2022 · Journal of Learning and Teaching in Digital Age
- Gamifying higher educationFarshida Zafar, Jacqueline Wong, Mohammad Khalil · 2018 · ACM Conference on Learning @ Scale (L@S)
- Impact of Gamified Interaction with Virtual Nature on Sustained Attention and Self-Reported Restoration — A Pilot StudyPatil Oankar, Heng Yao, Benjamin Chak Lum Lok · 2019 · ACM Symposium on Virtual Reality Software and Technology (VRST)
- Una experiencia gamificada en el aprendizaje de los triángulos en geometría: grado de aceptación de la tecnologíaIvanovnna Milqueya Cruz Pichardo, Julio Cabero Almenara · 2020 · LA Referencia (Red Federada de Repositorios Institucionales de Publicaciones Científicas)