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 …

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 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 …

[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 …

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 …

The impact of gamification intention to use in e-learning through student attitude: Evidence from Egyptian Private Higher Education Institutions (HIEs)

DWA Hafez, MA Salam, S Farid, M Farouk - 2023 - essuir.sumdu.edu.ua
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 …

Gamification applications in E-learning: A literature review

AN Saleem, NM Noori, F Ozdamli - Technology, Knowledge and Learning, 2022 - Springer
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 …

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 …

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 …

Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda

A Behl, N Jayawardena, V Pereira, N Islam… - … Forecasting and Social …, 2022 - Elsevier
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 …