Gamification and education: A literature review

I Caponetto, J Earp, M Ott - European conference on games …, 2014 - books.google.com
The term “gamification” is generally used to denote the application of game mechanisms in
non‐gaming environments with the aim of enhancing the processes enacted and the …

Game on: Exploring the effectiveness of game-based learning

M Hartt, H Hosseini, M Mostafapour - Planning Practice & …, 2020 - Taylor & Francis
Game-based learning has emerged as an innovative learning technique that can increase
student motivation, emotional involvement and enjoyment. Our study examines the …

Gamification: The effect on student motivation and performance at the post-secondary level

M Lister - Issues and Trends in Educational Technology, 2015 - learntechlib.org
Computer games are increasingly part of the daily activities of Canadian students of all
ages, and have been shown to support student motivation and learning however can be …

The impact of gamification on learning outcomes of computer science majors

A Ahmad, F Zeshan, MS Khan, R Marriam… - ACM Transactions on …, 2020 - dl.acm.org
Gamification is the use of game elements in domains other than games. Gamification use is
often suggested for difficult activities because it enhances users' engagement and …

La gamificación como estrategia didáctica para la enseñanza/aprendizaje de la programación: un mapeo sistemático de literatura

OR Sánchez, CAC Ordoñez, JAJ Toledo - Lámpsakos, 2018 - dialnet.unirioja.es
La incorporación de la gamificación en cursos de Programación ha sido identificada como
una estrategia potencial que podría maximizar la participación de los estudiantes y tener un …

The Impact of Gamification on the Time‐Limited Writing Performance of English Majors

Z Zhihao, Y Zhonggen - Education Research International, 2022 - Wiley Online Library
In recent years, gamification has developed vigorously in the field of education and there is
also a certain amount of research on gamification in the field of foreign language teaching …

Mobile gamification for crowdsourcing data collection: Leveraging the freemium model

K Dergousoff, RL Mandryk - Proceedings of the 33rd Annual ACM …, 2015 - dl.acm.org
Classic ways of gathering data on human behaviour are time-consuming, costly and are
subject to limited participant pools. Crowdsourcing offers a reduction in operating costs and …

[图书][B] Game science in hybrid learning spaces

S Arnab - 2020 - taylorfrancis.com
Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of
game-based approaches and interventions in response to the blurring of boundaries …

Gamification and citizen motivation and vitality in smart cities: A qualitative meta-analysis study

GR Latifi, MP Monfared, HA Khojasteh - GeoJournal, 2022 - Springer
Gamification has attracted the attention of many scholars of different fields such as
education, commerce, management, urban planning, and citizen science since a decade …

[PDF][PDF] Trends and challenges in e-learning methodologies

T Mukherjee, A Nath - Current Trends in Technology and Science, 2016 - academia.edu
In the present paper the authors present a systematic study on the latest trends and
technologies used in e-learning methodologies. The authors also compare between the …