Gamification in education: Why, where, when, and how?—A systematic review
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 …
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
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 …
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 …
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 …
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
Background The substantial growth in gamification research has connected gamified
learning to enhanced engagement, improved performance, and greater motivation. Similar …
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 …
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 …
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
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 …
develop travel knowledge and expertise based on game content. A tourism serious game …
Role of gamification in engineering education: A systematic literature review
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 …
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 …
and thus, making it more engaging for individuals. The application of gamification in higher …