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 …

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 …

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 …

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 …

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 …

Efficiency of digital and non-digital educational games: A comparative meta-analysis and a meta-thematic analysis

T Talan, Y Doğan, V Batdı - Journal of Research on Technology in …, 2020 - Taylor & Francis
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 …

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) …

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 …

Impact of" Donkey"," Snap" dan" King"(DSK) non-digital gamification cards on fourth-grade students' math performance in fractions

MAB Setambah, M Adnan, SH Zaini… - Infinity …, 2024 - e-journal.stkipsiliwangi.ac.id
This research investigates the impact of Non-digital Gamification (NDG) techniques on
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

J Zeng, D Sun, CK Looi… - British Journal of …, 2024 - Wiley Online Library
Gamification, characterized by the integration of game design elements into non‐game
environments, has gained popularity in classrooms due to its potential for increased …