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 …

Digital game-based vocabulary learning: where are we and where are we going?

D Zou, Y Huang, H Xie - Computer Assisted Language Learning, 2021 - Taylor & Francis
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 …

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 …

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 …

Gamification and online consumer decisions: Is the game over?

S Tobon, JL Ruiz-Alba, J García-Madariaga - Decision Support Systems, 2020 - Elsevier
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; …

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 …

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 …

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 …

Targeting social learning and engagement: what serious games and gamification can offer to participatory modeling

E Bakhanova, JA Garcia, WL Raffe, A Voinov - Environmental Modelling & …, 2020 - Elsevier
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 …

Gamification in education: A mixed-methods study of gender on computer science students' academic performance and identity development

L Zahedi, J Batten, M Ross, G Potvin, S Damas… - Journal of Computing in …, 2021 - Springer
Underrepresentation of women in computer science (CS) increasingly demands the
necessity to find and enhance current learning engagement approaches to bring more …