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 …

The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review

E Ratinho, C Martins - Heliyon, 2023 - cell.com
Gamification, defined as the integration of videogame components to promote a gameful
experience, is increasingly being implemented in education with the aim of enhancing …

[PDF][PDF] A review of gamification impact on student behavioral and learning outcomes

M Nurtanto, N Kholifah, E Ahdhianto, A Samsudin… - iJIM, 2021 - academia.edu
Gamification has become a new trend in learning in the 21st century, by utilizing technology
with game elements to change behavior and support learning outcomes. However, few …

Gamification to enhance engagement and higher order learning in entrepreneurial education

RM Lyons, G Fox, S Stephens - Education+ Training, 2023 - emerald.com
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 …

Gamified project-based learning: A systematic review of the research landscape

W Huang, X Li, J Shang - Sustainability, 2023 - mdpi.com
The information era puts higher requirements on current students' learning methods to
develop 21st-century skills. Project-based learning (PBL) and gamified learning have been …

[HTML][HTML] The roles of gamification, knowledge creation, and entrepreneurial orientation towards firm performance

D Hidayat, E Abdurachman - International Journal of Innovation Studies, 2022 - Elsevier
In a highly competitive industry, it has been a best practice that dynamic capabilities guide
technology firms to cope with challenging situations. Meanwhile, knowledge creation …

AI-driven adaptive learning for enhancing business intelligence simulation games

GP Bharathi, I Chandra, DPR Sanagana… - Entertainment …, 2024 - Elsevier
This study investigates how automated adaptable learning (BSG) may improve business
simulating games (BSG) and its transformation possibilities. The rapid increase of …

Study on the influence mechanism of virtual simulation game learning experience on student engagement and entrepreneurial skill development

Q Yang, Y Zhang, Y Lin - Frontiers in psychology, 2022 - frontiersin.org
With the emergence of the COVID-19 pandemic, virtual simulation games have provided an
effective teaching method for online entrepreneurship education. By exploring the …

Inclusion of gamification elements in the context of virtual lab environments to increase educational value

F Shadbad, G Bahr, A Luse… - AIS Transactions on …, 2023 - aisel.aisnet.org
Previous research on gamification and virtual laboratories has suggested that both produce
successful educational outcomes, but few studies have looked at both gamification and …

[HTML][HTML] Educación emprendedora y gamificación como estrategia de aprendizaje

G Vargas-Morúa - Revista Espiga, 2022 - scielo.sa.cr
El propósito de esta investigación fue estudiar el campo científico de la educación
emprendedora y la gamificación como estrategia de aprendizaje. Para lograrlo, se realiza …