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 …

Gamification in STEM programming courses: State of the art

M Venter - 2020 IEEE global engineering education conference …, 2020 - ieeexplore.ieee.org
Computer programming courses are an essential facet of STEM education, confronted by
many pressing challenges. Higher education (HE) students struggle to master programming …

The effects of gamification on students' academic achievement: A meta-analysis study

İ Yıldırım, S Şen - Interactive Learning Environments, 2021 - Taylor & Francis
Whether gamification is an organized structure that contributes to student achievement, a
simple pontification process or total nonsense is a matter of debate. In such, this study was …

Gamification improves learning: Experience in a training activity of computer programming in higher education

R Mellado, C Cubillos - Journal of Computer Assisted Learning, 2024 - Wiley Online Library
Background Effective learning in computer programming courses has been a constant
challenge for university teachers and has become a relevant competence for current …

[HTML][HTML] A gamified web based system for computer programming learning

G Polito, M Temperini - Computers and Education: Artificial Intelligence, 2021 - Elsevier
Abstract The availability of Automated Assessment tools for computer programming tasks
can be a significant asset in Computer Science education. Systems providing such kind of …

A review of gamification for learning programming fundamental

M Shahid, A Wajid, KU Haq, I Saleem… - 2019 International …, 2019 - ieeexplore.ieee.org
The games, nowadays, are extensively used in different fields for learning purposes. They
are getting popularity progressively because of their efficacy when used in non-game …

[PDF][PDF] Distance learning system, learning programming languages by using mobile applications

R Salama, H Uzunboylu, B Alkaddah - New Trends and Issues …, 2020 - academia.edu
E-learning involves the use of a computer or electronic device (eg, a mobile phone) in some
way to provide training, educational or learning material. E-learning can involve a greater …

Investigating the impact of gamification components on online learners' engagement

C Meng, M Zhao, Z Pan, Q Pan, CJ Bonk - Smart Learning Environments, 2024 - Springer
As online learning and teaching are becoming an educational trend, online students'
engagement will directly impact the learning and teaching effects and outcomes. A scientific …

Assessing usability of learning experience prototype

R Ramli, N Sahari, SM Noor, MM Noor… - … Journal of Emerging …, 2022 - learntechlib.org
The boost of mobile devices and internet technologies has led to the development of new
content geared to enhance the learning experience of students while simultaneously …

The active methodology of gamification to improve motivation and academic performance in educational context: A meta-analysis

J Mula-Falcón, I Moya-Roselo, A Ruiz-Ariza - Rev. Eur. Stud., 2022 - HeinOnline
Gamification is an active methodology that involves using game elements in a non-game
situation. Gamification has shown to increase motivation and learning in different types of …