Latest Research in Gamified Learning Environments

170 research papers · 0.0 average citations · 2026 median publication year

Top Research Topics in Gamified Learning Environments

Highest-Cited Papers

  1. Finding Gaia: exploring climate change through gamification (2 citations)
  2. A game-based intervention promotes social-cognitive development in early childhood in urban poverty contexts in Brazil
  3. The Cell Game: An Auxiliary Tool for Cell Biology Learning
  4. The Conditional Abiogenesis Problem Part II
  5. Game-Based Learning Activities (GBLA): Enhancing the Mathematics – Numbers and Algebra Instruction for Key Stage 2 Learners
  6. Game-based learning in cardiology: assessing the effect of puzzle games on medical students’ perceptions and clinical reasoning
  7. Enhancing Spatial Orientation and Navigation Skills through Digital Geogame-Based Training Interventions in Educational Settings
  8. The Conditional Abiogenesis Problem Part II
  9. Eco-Gamification in Ant Forest: How Gamification Affordances Activate Egoistic and Altruistic Motivations Across Travel Stages
  10. Ludonarrative empathy: mapping empathic possibilities for videogame-based learning
  11. Game-Based Learning Activities (GBLA): Enhancing the Mathematics – Numbers and Algebra Instruction for Key Stage 2 Learners
  12. Calibrating Mathematics Vocabulary Self-Efficacy: Domain-Specific Accuracy by Mathematics-Difficulty Risk Status
  13. Real-time detection and feature analysis of online learning behavior based on improved YOLOv8n model
  14. Developing Empathy Quest: A Digital Game Based Learning Tool About Teachers’ Emotional Intelligence
  15. A quasi-experimental crossover study on student engagement and performance in a gamified team-based learning module in physiology
  16. Identity as Admissibility Boundary: A Structural Account of Persistence Across Change
  17. Teaching Vital Signs Through a Scenario-Based Educational Escape Game: A Quasi-Experimental Study
  18. Evaluation of the Use of Educational Intelligence Games in Classrooms from the Perspective of Mathematics Teachers
  19. "Deep Learning for Avatar Facial Emotion Recognition in the Metaverse"
  20. Evaluation and analysis of teacher-student interaction efficacy based on multimodal machine learning

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2026 AUG Q2

Gamified Learning Environments

170 papers

Top Topics (10)

Educational Games and Gamification82
Cognitive and developmental aspects of mathematical skills6
Mathematics Education and Teaching Techniques5
Emotion and Mood Recognition4
Augmented Reality Applications3
Human-Computer Interaction3
Origins and Evolution of Life2
Technology-Enhanced Education Studies2
Spatial Cognition and Navigation2
Digital Games and Media2

Top Publications (20)

1.Finding Gaia: exploring climate change through gamification2c2.A game-based intervention promotes social-cognitive development in early childhood in urban poverty contexts in Brazil3.The Cell Game: An Auxiliary Tool for Cell Biology Learning4.The Conditional Abiogenesis Problem Part II5.Game-Based Learning Activities (GBLA): Enhancing the Mathematics – Numbers and Algebra Instruction for Key Stage 2 Learners6.Game-based learning in cardiology: assessing the effect of puzzle games on medical students’ perceptions and clinical reasoning7.Enhancing Spatial Orientation and Navigation Skills through Digital Geogame-Based Training Interventions in Educational Settings8.The Conditional Abiogenesis Problem Part II9.Eco-Gamification in Ant Forest: How Gamification Affordances Activate Egoistic and Altruistic Motivations Across Travel Stages10.Ludonarrative empathy: mapping empathic possibilities for videogame-based learning11.Game-Based Learning Activities (GBLA): Enhancing the Mathematics – Numbers and Algebra Instruction for Key Stage 2 Learners12.Calibrating Mathematics Vocabulary Self-Efficacy: Domain-Specific Accuracy by Mathematics-Difficulty Risk Status13.Real-time detection and feature analysis of online learning behavior based on improved YOLOv8n model14.Developing Empathy Quest: A Digital Game Based Learning Tool About Teachers’ Emotional Intelligence15.A quasi-experimental crossover study on student engagement and performance in a gamified team-based learning module in physiology16.Identity as Admissibility Boundary: A Structural Account of Persistence Across Change17.Teaching Vital Signs Through a Scenario-Based Educational Escape Game: A Quasi-Experimental Study18.Evaluation of the Use of Educational Intelligence Games in Classrooms from the Perspective of Mathematics Teachers19."Deep Learning for Avatar Facial Emotion Recognition in the Metaverse"20.Evaluation and analysis of teacher-student interaction efficacy based on multimodal machine learning

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