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 …

Virtual reality and gamification in education: a systematic review

G Lampropoulos, Kinshuk - Educational technology research and …, 2024 - Springer
This study aims to analyze the use of virtual reality and gamification in education by
examining the existing literature. In addition to virtual reality, this study focuses on gamified …

Virtual reality, augmented reality, and mixed reality in education: A brief overview

N Sala - Current and prospective applications of virtual reality in …, 2021 - igi-global.com
Virtual reality (VR), augmented reality (AR), and mixed reality (MR) are three different
technologies developed in the last decades of the 20th century. They combine hardware …

Interactive and collaborative technological ecosystems for improving academic motivation and engagement

D Fonseca, FJ García-Peñalvo - Universal Access in the Information …, 2019 - Springer
The emergence and popularity of Information and Communications Technologies (ICTs)
have changed the current educational landscape [1, 2]. ICTs facilitate individuals' ability to …

Methodologies of learning served by virtual reality: A case study in urban interventions

MV Sanchez-Sepulveda, R Torres-Kompen… - Applied sciences, 2019 - mdpi.com
Featured Application Methods for educational purposes, such as courses related to Urban
Design in Architecture Schools. Abstract A computer-simulated reality and the human …

Evaluation of an interactive educational system in urban knowledge acquisition and representation based on students' profiles

MV Sanchez‐Sepulveda, D Fonseca… - Expert …, 2020 - Wiley Online Library
The aim of this article is to study how students currently understand the conception of space
through different media and how that understanding helps them to intervene in the space …

Qualitative assessment of effective gamification design processes using motivators to identify game mechanics

E Villegas, D Fonseca, E Peña, P Bonet… - Sensors, 2021 - mdpi.com
This research focuses on the study and qualitative assessment of the relationships between
motivators and game mechanics per the ratings of expert gamification consultants. By taking …

Gamesy: How Videogames Serve as a Better Replacement for School?

BW Waweru, HK Yap, KY Phan… - 2020 IEEE Student …, 2020 - ieeexplore.ieee.org
Games have existed since time immemorial and have proved to significantly change
people's mentality and attitudes towards countless scenarios. Games can be either physical …

Enhancing public engagement in architectural design: A comparative analysis of advanced virtual reality approaches in building information modeling and …

A Ehab, G Burnett, T Heath - Buildings, 2023 - mdpi.com
Purpose: This paper investigates the potential of virtual reality (VR) technologies—
specifically, building information modeling (BIM)(“Autodesk Revit”) and game engines …

Gamification in Online Education: A Visual Bibliometric Network Analysis

A Yazdi, A Karimi, S Mystakidis - Information, 2024 - mdpi.com
This study applies bibliometric and network analysis methods to map the literature-based
landscape of gamification in online distance learning. Two thousand four hundred and …