Contribution: Results and conclusions on the use of a hybrid Project-Based Learning (PBL) approach to teaching programming in a higher education computing department. Background: PBL is a pedagogical approach that facilitates “learning by doing” and can create compelling educational experiences that
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Introduction: Rural Canadians have poorer health indices than their urban counterparts and struggle with worse access to care due to an undersupply of physicians. Research has identified personal factors, such as being raised in a rural environment, and traits, such as lower harm avoidance, among th
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Keywords:
adultclinical competencefemalehumanmalemedical educationquestionnaireHumansInternship and ResidencySurveys and QuestionnairesDecision makingarticlecurriculumdemographicsself conceptSelf Efficacyeducationgeneral practiceCareer choicemedical educationphysicianrural areacareermedical schoolCanadaresidentorganization and managementworkforceWorkforceCanadaCanadianrole playingemergency medicineemergency medicinephysiciansrural health servicesavoidance behaviorhealth care accessrural health caresocial desirabilityFamily PracticeRural Health Services
Rocky school‐to‐work transition processes, characterized by spells of unemployment and education–job mismatch, can have long‐lasting scarring effects on young people and often lead to a loss of income and occupational status. However, the mechanisms that either foster or prevent unemployment scarrin
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Keywords:
Skillsvocational education and traininglabour demandoccupational statusdownward mobilityunemployment duration
This article focuses on the use of innovative and integrative approaches in the process of conducting practical training in mathematics in higher education institutions of a technical nature. Our goal is to introduce methods for implementing the principles of a
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Introduction: Although university education in Germany is without tuition fees, the parental educational background influences the decision to study as well as the choice of subjects, and is linked to challenges that students face during the course of study. However, little is known about these aspe
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This article examines the pedagogical impact of a strategically structured guest speaker series in a graduate-level community development seminar. Drawing on four cohorts of qualitative student feedback and utilizing an inductive thematic analysis, the study exp
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Source:Journal of Information Technology Education: Research
(2025)
Aim/Purpose The purpose of this review is to investigate current research on gamification for adult lifelong learning, including tertiary education, work-based learning, and in-formal learning.Background As teaching methods still rely on traditional methods, the necessity of a para-digm shift in teaching methods to foster motivation and leverage better learning outcomes remains a challenge. One of the proposed solutions is to make learn-ing more attractive via contextualized designs that follow the principles of gami-fication.Methodology To address the research questions, a systematic literature review was conducted, based on the Preferred Reporting Items for Systematic Reviews and Meta-Anal-yses (PRISMA) protocol. As part of the systematic literature review, articles published between 2014 and 2024 were sought. The search query consisted of the various Boolean operators and search terms. The search was conducted in ScienceDirect, SpringerLink, ERIC, and Scopus. Of the 232 articles identified, 141 were selected by applying inclusion and exclusion criteria. After reviewing the abstracts of the selected studies, 36 articles were included in the review.Contribution This study contributes by providing a thorough review of the current state of gamified learning in the field of adult education. It synthesizes previous research and offers insights into technologies, theories, elements, and learning outcomes of gamified educational interventions. Moreover, this review highlights the po-tential of gamification to enhance learning experiences through the integration of game elements into educational design, resulting in more efficient and pro-ductive training models.Findings The study revealed that gamified learning is applicable in a variety of subjects, predominantly in areas related to business administration, economics, and peda-gogical studies, as corroborated by prior research. It is diverse and depends on several factors, including the educational purpose, the learning profile, the es-tablished learning objectives, and the desired learning outcomes. Gamified learning yields significant learning outcomes for adult learners.Recommendations for PractitionersGamification offers significant potential for enhancing motivation, engagement, and learning in various key areas, including formal education in higher educa-tion, corporate training, healthcare, workplace settings, and sustainability. More-over, when a designer integrates game elements into non-gameful environ-ments, it is crucial to consider specific design parameters. The research indicates that when game elements are thoroughly designed to align with the learning characteristics of adult learners and are based on learning theories related to gamified learning, they enhance the motivation to engage in learning activities. This, in turn, leads to an increase in the learners’ self-efficacy.Recommendations for Researchers Further investigations into the application of gamified adult education through Learning Management Systems (LMS) are needed. This includes the effective-ness and sustainability of using advanced applications of adaptive and personal-ized gamification with embedded artificial intelligence in open learning environ-ments, which appears to be a new trend.Impact on Society The key outcomes are associated with the enhancement of learning perfor-mance and the acquisition of practical knowledge and skills that can be applied in real-world scenarios, such as work environments. In these environments, adults will be able to solve practical problems and enhance their work perfor-mance and productivity.Future Research As research continues to verify the effectiveness of gamification in terms of learning benefits, further investigation is needed to explore different educational levels and span the continuum of lifelong learning, as well as to examine new emerging technologies, especially generative AI tools. (CC BY-NC 4.0) This article is licensed to you under a Creative Commons Attribution-NonCommercial 4.0 International License.
Aim/Purpose The purpose of this review is to investigate current research on gamification for adult lifelong learning, including tertiary education, work-based learning, and in-formal learning.Background As teaching methods still rely on traditional methods, the necessity of a para-digm shift in tea
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Keywords:
GamificationSystematic reviewlifelong learninggamified digital applicationsonline adult learn-ing
This article examines the theoretical frameworks crucial for developing equitable and sustainable curriculum designs in the context of post-pandemic education in Jordan. The COVID-19 pandemic has amplified existing disparities within the education system, unders
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Keywords:
curriculum designequity in educationJordanian Education SystemPost-Pandemic EducationSocial Justice Pedagogy
The article substantiates the theoretical and methodological foundations for the introduction of an activity-based approach to training competent engineers when studying a course of physics. Contemporary requirements of the agro-industrial complex require integr
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This article extends social realist theorising about theoretical knowledge and curriculum within the sociology of education to explore the nature of qualifications. The article draws on Bernstein’s concept of evaluative rule
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Keywords:
QualificationsHuman capital theoryinstitutional theory and the schooled societysocial realismWeberian and Marxist credentialist theories