Latest Research in Educational Games and Gamification
21 research papers · 2026 median publication year
Top Research Topics in Educational Games and Gamification
- Educational Games and Gamification — 10 papers
- Surgical Simulation and Training — 3 papers
- Mobile Health and mHealth Applications — 1 papers
- Digital Mental Health Interventions — 1 papers
- Computer Vision and Pattern Recognition — 1 papers
- Child Development and Digital Technology — 1 papers
- Pregnancy and preeclampsia studies — 1 papers
- Obesity, Physical Activity, Diet — 1 papers
- Decision-Making and Behavioral Economics — 1 papers
- Physical Education and Pedagogy — 1 papers
Highest-Cited Papers
- Students’ and teachers’ perceptions of a gamified app-based well-being intervention (GABWI) in Finland and Estonia
- Artificial Intelligence–Enhanced Gamified Interventions for Mental Health: A Scoping Review Protocol
- Data for:Serious Games and Gamified Health Education: A Systematic Review and Meta-Analysis for Learning, Psychological Processes, and Behavioral Transfer
- Data for:Serious Games and Gamified Health Education: A Systematic Review and Meta-Analysis for Learning, Psychological Processes, and Behavioral Transfer
- Radchase: Gamification as a tool to support professional learning and engagement in radiation therapy teams
- Robotic March Madness: A Gamified Approach to Enhancing Resident Engagement in Robotic Surgical Simulation
- From Traditional Bingo to a Gamified Content Review Strategy: Development, Implementation, and Student Perceptions in Undergraduate Biology Courses for Health Sciences Students: An Observational Study
- Gamification With Progress Bars Improves Performance and Retention in Virtual Reality Simulation
- Gamified Virtual Reality Training for Pneumatic Reduction of Intussusception in Children: Formative Evaluation of a Low-Fidelity Prototype
- Gamified metacognitive support in smart health wearable platforms: A SEM–ANN study of subscription renewal intention
- Emo-DVS: A Multimodal Benchmark for Privacy-Aware Emotion Recognition with Event Cameras
- EducaPlay gamified digital assessment versus traditional assessment in undergraduate nursing education: a quasi experimental study
- Kindergarten Teachers’ Perceptions of the Role of Interactive Digital Games in Developing Executive Functioning Skills in Kindergarten Children
- Lego Serious Play® to Improve Emotional Regulation and Motivation in Nursing Education: A Qualitative Study
- The Eclampsia Escape Room: An Innovative Educational Experience for the OB/GYN Clerkship
- Development and Feasibility Study of Sustainable ePlate: A Web-Based Serious Game for Multidimensional Sustainable Healthy Diet Interventions in Schools
- PharmaQuest: a culturally-localized mobile game enhancing cardiovascular pharmacology learning among Iranian health professions students: a quasi-experimental controlled trial
- Gamification in radiography education: Impressions and perceptions from a european survey
- Short-term knowledge gains following passive, active, and gamified instruction in medical microbiology and immunology: a repeated-measures study
- Using Simulation-Based Interventions to Improve Financial Decision-Making in Adolescents