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 …

[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 and active learning in higher education: is it possible to match digital society, academia and students' interests?

LR Murillo-Zamorano, JÁ López Sánchez… - International Journal of …, 2021 - Springer
This study aims to examine whether it is possible to match digital society, academia and
students interests in higher education by testing to what extent the introduction of …

Benefits and challenges of using gamification across distance learning platforms at higher education: A systematic review of research studies published during the …

FKJ Alzahrani, WS Alhalafawy - Journal of Positive School …, 2022 - mail.journalppw.com
There has been a noticeable interest in the use of digital game stimuli at higher education
over the last couple of years. As a result of the transition to e-learning platforms caused by …

Investigating the impact of a gamified learning analytics dashboard: Student experiences and academic achievement

MI Alam, L Malone, L Nadolny… - Journal of Computer …, 2023 - Wiley Online Library
Background The substantial growth in gamification research has connected gamified
learning to enhanced engagement, improved performance, and greater motivation. Similar …

Integrating gamification and instructional design to enhance usability of online learning

A Ghai, U Tandon - Education and information technologies, 2023 - Springer
The current study investigates the interaction of Gamification, and Instructional Design to
enhance the Usability of e-Learning in higher education programs. The study also examines …

An evaluation of undergraduate student nurses' gameful experience while playing an escape room game as part of a community health nursing course

A Anguas-Gracia, AB Subiron-Valera… - Nurse Education …, 2021 - Elsevier
Background The integration of innovative strategies to teaching and learning in higher
education, such as escape room games, can enhance the acquisition of key professional …

An automatic scenario control in serious game to visualize tourism destinations recommendation

YM Arif, S Harini, SMS Nugroho, M Hariadi - IEEE Access, 2021 - ieeexplore.ieee.org
In the field of tourism, serious games are a pedagogical media application that helps players
develop travel knowledge and expertise based on game content. A tourism serious game …

Role of gamification in engineering education: A systematic literature review

AA Yasin, A Abbas - 2021 IEEE global engineering education …, 2021 - ieeexplore.ieee.org
This systematic review leverages “Preferred Reporting Items for Systematic Reviews and
Meta-Analyses”(PRISMA) method as a way to evaluate and map the state of the art of …

The perceived usefulness of gamified e-learning: A study of undergraduate students with implications for higher education

V Aguilos, K Fuchs - Frontiers in Education, 2022 - frontiersin.org
Gamification is about applying gaming strategies and game elements to improve learning,
and thus, making it more engaging for individuals. The application of gamification in higher …