Systematic review of gamification research in IS education: A multi-method approach
Gamification refers to the use of game mechanics and game dynamics in non-gaming
environments and contexts. Gamification is increasingly gaining attention among system …
environments and contexts. Gamification is increasingly gaining attention among system …
Gamification to enhance engagement and higher order learning in entrepreneurial education
Purpose In an effort to enhance the student experience and achieve complex learning
outcomes the use of gamification in higher education is increasing. Using two case studies …
outcomes the use of gamification in higher education is increasing. Using two case studies …
[PDF][PDF] Don't make the player, make the game: exploring the potential of gamification in is education
Gamification is a pedagogical technique for enriching the student experience. It has been
positioned as a solution to the challenges facing IS education such as student engagement …
positioned as a solution to the challenges facing IS education such as student engagement …
[图书][B] Problem-based learning and pedagogies of play: Active approaches towards Self-Directed Learning
The focus of this book is original research regarding the implementation of problem-based
learning and pedagogies of play as active approaches to foster self-directed learning. With …
learning and pedagogies of play as active approaches to foster self-directed learning. With …
[PDF][PDF] Problem-based learning and pedagogies of play
Cover image: This cover design was created by Natascha Olivier/Coco Design with the use
of an illustration by Rochak Shukla (ref. no. 24775547), obtained from Freepik. com, titled …
of an illustration by Rochak Shukla (ref. no. 24775547), obtained from Freepik. com, titled …
A Theory-Driven Design Science Research Approach Towards Gamified Videos in Digital Learning
Digitalization has opened new opportunities but also brought new challenges such as lower
engagement of students in online training. Especially learning videos need to be changed in …
engagement of students in online training. Especially learning videos need to be changed in …
[PDF][PDF] A gamification approach to linear equations through creating and solving puzzles in a collaborative learning environment
Linear equations present one of the first instances where learners experience the use of
multiple representations. Studies indicate that learners face several challenges when …
multiple representations. Studies indicate that learners face several challenges when …
A Theory-Driven Design Science Research Agenda Towards Gamified Videos in Learning
D Benner, S Schöbel - 2021 - aisel.aisnet.org
Digitalization has opened new opportunities but also brought new challenges such as lower
engagement of students in online training. Especially learning videos need to be changed in …
engagement of students in online training. Especially learning videos need to be changed in …