[HTML][HTML] Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based …

J Krath, L Schürmann, HFO Von Korflesch - Computers in Human Behavior, 2021 - Elsevier
Despite increasing scientific interest in explaining how gamification supports positive affect
and motivation, behavior change and learning, there is still a lack of an overview of the …

The rising trend of Metaverse in education: Challenges, opportunities, and ethical considerations

S Kaddoura, F Al Husseiny - PeerJ Computer Science, 2023 - peerj.com
Metaverse is invading the educational sector and will change human-computer interaction
techniques. Prominent technology executives are developing novel ways to turn the …

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 …

Augmented reality and gamification in education: A systematic literature review of research, applications, and empirical studies

G Lampropoulos, E Keramopoulos, K Diamantaras… - applied sciences, 2022 - mdpi.com
This study scrutinizes the existing literature regarding the use of augmented reality and
gamification in education to establish its theoretical basis. A systematic literature review …

Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda

A Behl, N Jayawardena, V Pereira, N Islam… - … Forecasting and Social …, 2022 - Elsevier
Over the last few years, gamification has sparked significant interest in both industry and
academia. However, the focus of the debate has been mostly on game studies and human …

What motivates users' viewing and purchasing behavior motivations in live streaming: a stream-streamer-viewer perspective

S Zheng, J Chen, J Liao, HL Hu - Journal of Retailing and Consumer …, 2023 - Elsevier
Live streaming has offered new opportunities for retailers to increase their sales, hence its
reception of continuous scholarly attention. However, understanding the antecedents of …

Identifying world types to deliver gameful experiences for sustainable learning in the metaverse

S Park, S Kim - Sustainability, 2022 - mdpi.com
The metaverse is expected to turn imagination into reality through the convergence of
various technologies and should be considered as a medium for sustainable education, free …

Students' perception of online learning during the COVID-19 pandemic: A survey study of Polish medical students

M Bączek, M Zagańczyk-Bączek, M Szpringer… - Medicine, 2021 - journals.lww.com
The COVID-19 pandemic has disrupted teaching in a variety of institutions, especially in
medical schools. Electronic learning (e-learning) became the core method of teaching the …

How attachment affects user stickiness on live streaming platforms: A socio-technical approach perspective

Y Li, X Li, J Cai - Journal of Retailing and Consumer Services, 2021 - Elsevier
User stickiness is an important factor in the development of live streaming shopping
platforms, which describes the degree of users' attention to the platforms. Although some e …

Augmented reality in cultural heritage: an overview of the last decade of applications

RG Boboc, E Băutu, F Gîrbacia, N Popovici… - Applied Sciences, 2022 - mdpi.com
Augmented reality is a mature technology that uses the real world as a substrate and
extends it by overlaying computer-generated information. It has been applied to several …