Gamification of e-learning in higher education: a systematic literature review

A Khaldi, R Bouzidi, F Nader - Smart Learning Environments, 2023 - Springer
In recent years, university teaching methods have evolved and almost all higher education
institutions use e-learning platforms to deliver courses and learning activities. However …

Mobile health applications for chronic diseases: A systematic review of features for lifestyle improvement

R Debon, JD Coleone, EA Bellei… - Diabetes & Metabolic …, 2019 - Elsevier
Aims To identify mobile health applications with features for improving the lifestyle of
patients with chronic diseases. Methods We performed a systematic literature review …

[HTML][HTML] Enhancing user engagement: The role of gamification in mobile apps

P Bitrián, I Buil, S Catalán - Journal of Business Research, 2021 - Elsevier
Organizations are increasingly making use of gamification to enhance users' engagement
with their mobile apps. However, more research into the mechanisms that facilitate user …

[HTML][HTML] The dark side of the metaverse: The role of gamification in event virtualization

C Flavián, S Ibáñez-Sánchez, C Orús… - International Journal of …, 2024 - Elsevier
The virtualization of cultural events in the metaverse creates opportunities to generate
valuable and innovative experiences that replicate and extend in-person events; but the …

Gamification and active learning in higher education: is it possible to match digital society, academia and students' interests?

LR Murillo-Zamorano, JÁ López Sánchez… - International Journal of …, 2021 - Springer
This study aims to examine whether it is possible to match digital society, academia and
students interests in higher education by testing to what extent the introduction of …

Evaluation of continued use on Kahoot! as a gamification-based learning platform from the perspective of Indonesia students

Y Wirani, T Nabarian, MS Romadhon - Procedia Computer Science, 2022 - Elsevier
Lecturers in Indonesia face the challenge of presenting interesting lectures so that they can
improve student achievement. One way that can do is to integrate gamification elements in …

Comparing Gamification Models in Higher Education Using Face-to-Face and Virtual Escape Rooms.

S Pozo-Sánchez, G Lampropoulos… - Journal of New …, 2022 - ERIC
Gamification is a training model that encourages the inclusion of active methodologies into
learning environments. The objective of this study is to analyze the effects of a gamified …

Assessing long-term user experience on a mobile health application through an in-app embedded conversation-based questionnaire

D Biduski, EA Bellei, JPM Rodriguez, LAM Zaina… - Computers in Human …, 2020 - Elsevier
A satisfying experience is critical for the user to feel motivated over time, especially in mobile
health (m-Health) applications. Long-term user experience (UX) assesses more extended …

An IoT-based healthcare platform for patients in ICU beds during the COVID-19 outbreak

I de Morais Barroca Filho, G Aquino… - Ieee …, 2021 - ieeexplore.ieee.org
There is a global concern with the escalating number of patients at hospitals caused mainly
by population aging, chronic diseases, and recently by the COVID-19 outbreak. To smooth …

Modeling impact of word of mouth and E-government on online social presence during COVID-19 outbreak: A multi-mediation approach

A Yasir, X Hu, M Ahmad, A Rauf, J Shi… - International journal of …, 2020 - mdpi.com
Although social presence plays an essential role under general conditions, its role becomes
significant for societal protection during the quarantine period in epidemic outbreak. In this …