[HTML][HTML] The rising trend of Metaverse in education: Challenges, opportunities, and ethical considerations

S Kaddoura, F Al Husseiny - PeerJ Computer Science, 2023 - peerj.com
Metaverse is invading the educational sector and will change human-computer interaction
techniques. Prominent technology executives are developing novel ways to turn the …

[HTML][HTML] Augmented reality and gamification in education: A systematic literature review of research, applications, and empirical studies

G Lampropoulos, E Keramopoulos, K Diamantaras… - applied sciences, 2022 - mdpi.com
This study scrutinizes the existing literature regarding the use of augmented reality and
gamification in education to establish its theoretical basis. A systematic literature review …

[HTML][HTML] Identifying world types to deliver gameful experiences for sustainable learning in the metaverse

S Park, S Kim - Sustainability, 2022 - mdpi.com
The metaverse is expected to turn imagination into reality through the convergence of
various technologies and should be considered as a medium for sustainable education, free …

Education of preschool and elementary teachers on the use of adaptive gamification in science education

AI Zourmpakis, S Papadakis… - International Journal …, 2022 - inderscienceonline.com
The use of games regarding education is not something new. Their use, especially in the
early stages of the education system, is notably widespread in helping students learn and …

Does educational gamification improve students' motivation? If so, which game elements work best?

JR Chapman, PJ Rich - Journal of Education for Business, 2018 - Taylor & Francis
Educational gamification is a growing field. The authors answer the following important
questions:(a) To what degree does educational gamification, in general, increase students' …

[HTML][HTML] Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review

MG Pasca, MF Renzi, L Di Pietro… - Journal of Service …, 2021 - emerald.com
Purpose The present study aims to synthesize and conceptualize, through a systematic
literature review (SLR), the current state of gamification knowledge in the tourism and …

A systematic review of augmented reality game-based Learning in STEM education

J Yu, AR Denham, E Searight - Educational technology research and …, 2022 - Springer
Recent advances in digital technology have increased the use of digital games for
educational purposes, resulting in greater utilization of an important pedagogical approach …

[HTML][HTML] Escape rooms in STEM teaching and Learning—Prospective field or declining trend? A literature review

C Lathwesen, N Belova - Education Sciences, 2021 - mdpi.com
In the last decade, game-based learning has received growing attention in educational
contexts in general and science education in particular. A recent game trend, which has also …

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 …

[HTML][HTML] Is sustainable online learning possible with gamification?—The effect of gamified online learning on student learning

S Park, S Kim - Sustainability, 2021 - mdpi.com
The use of gamification is garnering attention as a method that promotes sustainable
learning during the coronavirus disease 2019 (COVID-19) era. This study investigates the …