Gamification in science education. A systematic review of the literature

M Kalogiannakis, S Papadakis, AI Zourmpakis - Education sciences, 2021 - mdpi.com
The implementation of gamification in education has attracted many researchers to increase
engagement and achieve learning more effectively. Implementing technology in science …

Sustaining student roles, digital literacy, learning achievements, and motivation in online learning environments during the COVID-19 pandemic

Z Yu - Sustainability, 2022 - mdpi.com
The sudden COVID-19 pandemic has forced many educational institutes to shut down and
many students to stay home receiving online learning. This study aims to identify the …

Thai undergraduate science, technology, engineering, arts, and math (STEAM) creative thinking and innovation skill development: a conceptual model using a digital …

N Wannapiroon, P Pimdee - Education and Information Technologies, 2022 - Springer
Qualitative and quantitative research methods were undertaken to examine and develop a
digitally based virtual classroom learning environment (VCLE) for Thai undergraduate …

Using gamification to support learning in K‐12 education: A systematic literature review

H Dehghanzadeh, M Farrokhnia… - British Journal of …, 2024 - Wiley Online Library
Using gamification to support learning in K‐12 education has received much attention from
scholars in recent years. However, there is still a lack of comprehensive understanding of …

[HTML][HTML] Gamificación, motivación y rendimiento en educación: Una revisión sistemática

JM Prieto-Andreu… - Revista Electrónica …, 2022 - scielo.sa.cr
Introducción. El propósito de este artículo es revisar la bibliografía que analiza la relación
entre gamificación, motivación y aprendizaje y, así, proporcionar ideas pedagógicas y …

[PDF][PDF] Web Based and Online Applications in STEM Education.

C Kefalis, A Drigas - Int. J. Eng. Pedagog., 2019 - researchgate.net
STEM is an educational approach to the integration of science, mathematics, engineering
and technology which are taught as nunnery through real life-inspired activities. In this paper …

The Effect of Augmented Reality based applications on achievement and attitude towards science course in distance education process

H Çetin, A Türkan - Education and Information Technologies, 2022 - Springer
This study aims to enrich a theme in the science course in the distance education process
with augmented reality-based applications and to examine the effects of these applications …

Evaluating activation and absence of negative effect: Gamification and escape rooms for learning

J López-Belmonte, A Segura-Robles… - International journal of …, 2020 - mdpi.com
Innovation has allowed for and developed new ways of teaching and learning. Gamification
is among the new training methodologies, which is a didactic approach based on the game …

Learning mathematics with emerging methodologies—The escape room as a case study

A Fuentes-Cabrera, ME Parra-González… - Mathematics, 2020 - mdpi.com
Nowadays, different methodologies are booming in the field of education, and active
gamification-based methodologies such as the Escape Room are an example of these …

Using gamification in a teaching innovation project at the university of alcalá: A new approach to experimental science practices.

D López Carrillo, A Calonge García… - Electronic Journal of E …, 2019 - ERIC
Pre-service teachers frequently express negative prejudices towards science and the
methodologies traditionally used during their training. Gamification is a booming technology …