The effect of gamification on motivation and engagement
RS Alsawaier - The International Journal of Information and Learning …, 2018 - emerald.com
Purpose Gamification is the application of game features, mainly video game elements, into
non-game context for the purpose of promoting motivation and engagement in learning. The …
non-game context for the purpose of promoting motivation and engagement in learning. The …
Digital game-based vocabulary learning: where are we and where are we going?
Given the importance of word knowledge for second language acquisition, there is always a
need for effective word-learning approaches from language learners. With the rapid …
need for effective word-learning approaches from language learners. With the rapid …
The maturing of gamification research
LE Nacke, S Deterding - Computers in Human Behavior, 2017 - Elsevier
Throughout history, many have championed the use of play, games, and game-inspired
design to improve the human condition. In the mid-2000s, the confluence of web …
design to improve the human condition. In the mid-2000s, the confluence of web …
Developing a theory of gamified learning: Linking serious games and gamification of learning
RN Landers - Simulation & gaming, 2014 - journals.sagepub.com
Background and Aim Gamification has been defined as the use of characteristics commonly
associated with video games in non-game contexts. In this article, I reframe this definition in …
associated with video games in non-game contexts. In this article, I reframe this definition in …
Gamification and online consumer decisions: Is the game over?
Consumption can be more than just a necessity; it can become a leisure activity. With the
emergence of e-commerce and social media, products and services are just one click away; …
emergence of e-commerce and social media, products and services are just one click away; …
Incentive design and gamification for knowledge management
J Friedrich, M Becker, F Kramer, M Wirth… - Journal of Business …, 2020 - Elsevier
Abstract Knowledge is one of the most important resources for businesses. Knowledge
management systems (KMS) are implemented to guarantee an adequate handling of this …
management systems (KMS) are implemented to guarantee an adequate handling of this …
An empirical test of the theory of gamified learning: The effect of leaderboards on time-on-task and academic performance
RN Landers, AK Landers - Simulation & Gaming, 2014 - journals.sagepub.com
Background The theory of gamified learning provides a theoretical framework to test the
impact of gamification efforts upon learner behaviors and attitudes, as well as the effect of …
impact of gamification efforts upon learner behaviors and attitudes, as well as the effect of …
Gamification in education: A board game approach to knowledge acquisition
B Taspinar, W Schmidt, H Schuhbauer - Procedia Computer Science, 2016 - Elsevier
Teaching students in a pleasant and successful way more and more requires the inclusion
of interactive elements in the mix of didactic elements. As guessing games and quizzes …
of interactive elements in the mix of didactic elements. As guessing games and quizzes …
Targeting social learning and engagement: what serious games and gamification can offer to participatory modeling
Serious games and gamification are useful tools for learning and sustaining long-term
engagement in the activities that are not meant to be entertaining. However, the application …
engagement in the activities that are not meant to be entertaining. However, the application …
Gamification in education: A mixed-methods study of gender on computer science students' academic performance and identity development
Underrepresentation of women in computer science (CS) increasingly demands the
necessity to find and enhance current learning engagement approaches to bring more …
necessity to find and enhance current learning engagement approaches to bring more …