The e-learning persuasion through gamification: an elaboration likelihood model perspective
NS Jayawardena - Young Consumers, 2021 - emerald.com
Purpose The purpose of this theoretical paper is to introduce a conceptual model to
investigate e-learning persuasion through gamification elements using the social …
investigate e-learning persuasion through gamification elements using the social …
The negative effect of Gamification in E-learning in the eyes of University students
QD Phung - 2020 - diva-portal.org
Background Across centuries, games are part of human life. In his article" Keeping up with...
Gamification," Kim (2015) indicated that the development of Information Technology has …
Gamification," Kim (2015) indicated that the development of Information Technology has …
Gamification and e-learning adoption: a sequential mediation analysis of flow and engagement
S Gupta - VINE Journal of Information and Knowledge …, 2022 - emerald.com
Purpose The purpose of this paper is to examine the effect of gamification on students'e-
learning adoption. In addition, this paper examines the effect of two mediations, that is, flow …
learning adoption. In addition, this paper examines the effect of two mediations, that is, flow …
[PDF][PDF] EFFECT OF GAMIFICATION ON E-LEARNING TO SUPPORT LEARNING ACHIEVEMENT AND LEARNING MOTIVATION.
T PRASETYO AJI, TA NAPITUPULU - Journal of Theoretical & Applied …, 2018 - jatit.org
Gamification is a use of game elements in contexts other than games to motivate and
enhance user activity. With the recent rapid use of gamification for e-learning, an interesting …
enhance user activity. With the recent rapid use of gamification for e-learning, an interesting …
Continuance Intention on Gamifikasi in E-Learning Using Extended Expectation-Confirmation Model
HA Sasono, E Pramana - EDUTEC: Journal of Education And …, 2023 - ejournal.ijshs.org
In an effort to examine user continuance intentions after using gamification in e-learning, this
research was conducted to identify the factors that influence gamification in e-learning using …
research was conducted to identify the factors that influence gamification in e-learning using …
The impact of gamification intention to use in e-learning through student attitude: Evidence from Egyptian Private Higher Education Institutions (HIEs)
The COVID-19 pandemic has forced many universities to move to online learning to sustain
students' education. Today's Students are digital natives. They grew up with digital …
students' education. Today's Students are digital natives. They grew up with digital …
Gamification applications in E-learning: A literature review
In recent years, there has been a lot of attention given to the trend of including game
elements into non-gaming facilities. The usage of gamification in education is a massive …
elements into non-gaming facilities. The usage of gamification in education is a massive …
A systematic mapping study on gamification applied to e-marketing
F Noorbehbahani, F Salehi, RJ Zadeh - Journal of Research in …, 2019 - emerald.com
Purpose Today, marketing has evolved due to the emergence of new electronic
technologies and has shifted to e-marketing. Meanwhile, the gamification and gamified …
technologies and has shifted to e-marketing. Meanwhile, the gamification and gamified …
Gamification Trends in E-learning–A Survey
D Alalgawi, SB Sadkhan - 2022 5th International Conference …, 2022 - ieeexplore.ieee.org
Gamification is the use of game design elements for the sake of motivating individuals in non-
game contexts. Most existing review papers on gamification revealed that e-learning is the …
game contexts. Most existing review papers on gamification revealed that e-learning is the …
Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda
Over the last few years, gamification has sparked significant interest in both industry and
academia. However, the focus of the debate has been mostly on game studies and human …
academia. However, the focus of the debate has been mostly on game studies and human …