Gamification in science education. A systematic review of the literature
The implementation of gamification in education has attracted many researchers to increase
engagement and achieve learning more effectively. Implementing technology in science …
engagement and achieve learning more effectively. Implementing technology in science …
Trends and gaps in empirical research on gamification in science education: A systematic review of the literature.
M Alahmari, MT Jdaitawi, A Rasheed… - Contemporary …, 2023 - ERIC
Digital technology development has led to the creation of various learning options in the
science education field. Technology such as gamification has been used in several science …
science education field. Technology such as gamification has been used in several science …
Gamification strategy to support self-directed learning in an online learning environment
K Palaniappan, NM Noor - International Journal of Emerging …, 2022 - learntechlib.org
This research measures the effect of gamification on learners' academic performance,
investigate their self-directed learning level within an online gamification learning …
investigate their self-directed learning level within an online gamification learning …
The effects of gamification on students' academic achievement: A meta-analysis study
İ Yıldırım, S Şen - Interactive Learning Environments, 2021 - Taylor & Francis
Whether gamification is an organized structure that contributes to student achievement, a
simple pontification process or total nonsense is a matter of debate. In such, this study was …
simple pontification process or total nonsense is a matter of debate. In such, this study was …
The effect of gamified stem practices on students' intrinsic motivation, critical thinking disposition levels, and perception of problem-solving skills
Sİ Asigigan, Y Samur - International Journal of Education in Mathematics …, 2021 - ijemst.org
The aim of this research is to examine the effect of gamified STEM activities on 3rd and 4th
grade students' intrinsic motivation, perception of problem-solving skills, and critical thinking …
grade students' intrinsic motivation, perception of problem-solving skills, and critical thinking …
Efficiency of digital and non-digital educational games: A comparative meta-analysis and a meta-thematic analysis
The present article attempts to reinterpret the findings of most recent studies investigating
effect of using games for teaching purposes. A methodological approach combining a meta …
effect of using games for teaching purposes. A methodological approach combining a meta …
Implementasi gamifikasi berbantu media kahoot untuk meningkatkan aktivitas belajar, motivasi belajar, dan hasil belajar jurnal penyesuaian siswa kelas X akuntansi …
S Wardana, EM Sagoro - Jurnal Pendidikan Akuntansi Indonesia, 2019 - journal.uny.ac.id
Penelitian ini bertujuan untuk (1) meningkatkan Aktivitas Belajar Siswa Kelas X Akuntansi 3
di SMK Koperasi Yogyakarta melalui penerapan Gamifikasi Berbantu Media Kahoot;(2) …
di SMK Koperasi Yogyakarta melalui penerapan Gamifikasi Berbantu Media Kahoot;(2) …
Use of digital games in writing education: An action research on gamification
M Bal - Contemporary Educational Technology, 2019 - dergipark.org.tr
The aimof the study is to determine the contribution of gamification to writing skillsof middle
school students. For this study, a lesson plan has been developed torelate Writing and …
school students. For this study, a lesson plan has been developed torelate Writing and …
Impact of" Donkey"," Snap" dan" King"(DSK) non-digital gamification cards on fourth-grade students' math performance in fractions
This research investigates the impact of Non-digital Gamification (NDG) techniques on
students' math achievement, focusing on Fractions. Utilizing a quasi-experimental design …
students' math achievement, focusing on Fractions. Utilizing a quasi-experimental design …
Exploring the impact of gamification on students' academic performance: A comprehensive meta‐analysis of studies from the year 2008 to 2023
Gamification, characterized by the integration of game design elements into non‐game
environments, has gained popularity in classrooms due to its potential for increased …
environments, has gained popularity in classrooms due to its potential for increased …