Gamification applications in E-learning: A literature review

AN Saleem, NM Noori, F Ozdamli - Technology, Knowledge and Learning, 2022 - Springer
In recent years, there has been a lot of attention given to the trend of including game
elements into non-gaming facilities. The usage of gamification in education is a massive …

The impact of gamification on learning and instruction: A systematic review of empirical evidence

Z Zainuddin, SKW Chu, M Shujahat… - Educational research …, 2020 - Elsevier
The adoption of gamification in learning and instruction is perceived to have mass appeal
among the learners in stimulating motivation, learner engagement and social influence. This …

[HTML][HTML] Impact of classroom environment, teacher competency, information and communication technology resources, and university facilities on student engagement …

JR Hanaysha, FB Shriedeh, M In'airat - International Journal of Information …, 2023 - Elsevier
The objective of this research was to determine the impact of classroom environment,
teacher competency, information and communication technology (ICT) resources, and …

[HTML][HTML] Gamification of cooperation: A framework, literature review and future research agenda

M Riar, B Morschheuser, R Zarnekow… - International Journal of …, 2022 - Elsevier
Cooperation is in many ways a meaningful behavior and understanding how cooperation
can be fostered among humans is integral to solving the many global challenges we are …

Gamification and online impulse buying: The moderating effect of gender and age

L Zhang, Z Shao, X Li, Y Feng - International Journal of Information …, 2021 - Elsevier
While gamification has emerged as one of the most promising futuristic trends in e-
commerce, how it impacts consumers' impulse buying behavior remains largely …

Analysing gamification elements in educational environments using an existing Gamification taxonomy

AM Toda, ACT Klock, W Oliveira, PT Palomino… - Smart Learning …, 2019 - Springer
Gamification has been widely employed in the educational domain over the past eight years
when the term became a trend. However, the literature states that gamification still lacks …

The effects of personalized gamification on students' flow experience, motivation, and enjoyment

W Oliveira, J Hamari, S Joaquim, AM Toda… - Smart Learning …, 2022 - Springer
Gamification refers to the attempt to transform different kinds of systems to be able to better
invoke positive experiences such as the flow state. However, the ability of such intervention …

Thai undergraduate science, technology, engineering, arts, and math (STEAM) creative thinking and innovation skill development: a conceptual model using a digital …

N Wannapiroon, P Pimdee - Education and Information Technologies, 2022 - Springer
Qualitative and quantitative research methods were undertaken to examine and develop a
digitally based virtual classroom learning environment (VCLE) for Thai undergraduate …

Game on! How gamified loyalty programs boost customer engagement value

LD Hollebeek, K Das, Y Shukla - International Journal of Information …, 2021 - Elsevier
Though gamified loyalty programs (GLPs), or loyalty programs that deploy gamified
elements, are increasingly adopted, academic acumen of customer engagement with GLPs …

Gamification in education: Why, where, when, and how?—A systematic review

N Zeybek, E Saygı - Games and Culture, 2024 - journals.sagepub.com
Defined as the utilization of game elements in nongame environments, gamification has
been frequently used in education in recent years. The aim of the present study is to …