Latest Research in Gamified Learning Environments
170 research papers · 0.0 average citations · 2026 median publication year
Top Research Topics in Gamified Learning Environments
- Educational Games and Gamification — 82 papers
- Cognitive and developmental aspects of mathematical skills — 6 papers
- Mathematics Education and Teaching Techniques — 5 papers
- Emotion and Mood Recognition — 4 papers
- Augmented Reality Applications — 3 papers
- Human-Computer Interaction — 3 papers
- Origins and Evolution of Life — 2 papers
- Technology-Enhanced Education Studies — 2 papers
- Spatial Cognition and Navigation — 2 papers
- Digital Games and Media — 2 papers
Highest-Cited Papers
- Finding Gaia: exploring climate change through gamification (2 citations)
- A game-based intervention promotes social-cognitive development in early childhood in urban poverty contexts in Brazil
- The Cell Game: An Auxiliary Tool for Cell Biology Learning
- The Conditional Abiogenesis Problem Part II
- Game-Based Learning Activities (GBLA): Enhancing the Mathematics – Numbers and Algebra Instruction for Key Stage 2 Learners
- Game-based learning in cardiology: assessing the effect of puzzle games on medical students’ perceptions and clinical reasoning
- Enhancing Spatial Orientation and Navigation Skills through Digital Geogame-Based Training Interventions in Educational Settings
- The Conditional Abiogenesis Problem Part II
- Eco-Gamification in Ant Forest: How Gamification Affordances Activate Egoistic and Altruistic Motivations Across Travel Stages
- Ludonarrative empathy: mapping empathic possibilities for videogame-based learning
- Game-Based Learning Activities (GBLA): Enhancing the Mathematics – Numbers and Algebra Instruction for Key Stage 2 Learners
- Calibrating Mathematics Vocabulary Self-Efficacy: Domain-Specific Accuracy by Mathematics-Difficulty Risk Status
- Real-time detection and feature analysis of online learning behavior based on improved YOLOv8n model
- Developing Empathy Quest: A Digital Game Based Learning Tool About Teachers’ Emotional Intelligence
- A quasi-experimental crossover study on student engagement and performance in a gamified team-based learning module in physiology
- Identity as Admissibility Boundary: A Structural Account of Persistence Across Change
- Teaching Vital Signs Through a Scenario-Based Educational Escape Game: A Quasi-Experimental Study
- Evaluation of the Use of Educational Intelligence Games in Classrooms from the Perspective of Mathematics Teachers
- "Deep Learning for Avatar Facial Emotion Recognition in the Metaverse"
- Evaluation and analysis of teacher-student interaction efficacy based on multimodal machine learning
Sub-Regions
- Educational Games and Gamification — 36 papers
- Animal and Plant Science Education — 29 papers
- Earth Systems and Cosmic Evolution — 24 papers
- Geography Education and Pedagogy — 17 papers
- Cardiac Arrest and Resuscitation — 17 papers
- Second Language Acquisition and Learning — 7 papers