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 …

Using gamification to support learning English as a second language: a systematic review

H Dehghanzadeh, H Fardanesh, J Hatami… - Computer Assisted …, 2021 - Taylor & Francis
Digital gamification has been argued to be a fun and enjoyable method to support Learning
English as a Second Language (LESL) and to ease the gap between students' learning and …

Gamification for learning sustainability in the blackboard system: motivators and obstacles from faculty members' perspectives

FK Alzahrani, WS Alhalafawy - Sustainability, 2023 - mdpi.com
Gamification is one of the basic components that enhance the sustainability of learning
management systems (LMSs) in improving learning outcomes and motivating learners to …

Students' perception of Kahoot!'s influence on teaching and learning

SA Licorish, HE Owen, B Daniel, JL George - Research and Practice in …, 2018 - Springer
Technology is being increasingly integrated into teaching environments in view of
enhancing students' engagement and motivation. In particular, game-based student …

Application of gamification tools for identification of neurocognitive and social function in distance learning education

H Antonopoulou, C Halkiopoulos, E Gkintoni… - International Journal of …, 2022 - ijlter.net
The present study investigates the role of synchronous and asynchronous education
techniques in the context of digital and game-based learning materials through a …

Analysing gamification elements in educational environments using an existing Gamification taxonomy

AM Toda, ACT Klock, W Oliveira, PT Palomino… - Smart Learning …, 2019 - Springer
Gamification has been widely employed in the educational domain over the past eight years
when the term became a trend. However, the literature states that gamification still lacks …

[HTML][HTML] Two decades of game concepts in digital learning environments–A bibliometric study and research agenda

S Schöbel, M Saqr, A Janson - Computers & Education, 2021 - Elsevier
In recent years, using game concepts for educational purposes in digital environments has
become continually more popular and relevant. Games can be used to motivate and engage …

Social media and their affordances for organizing: A review and agenda for research

PM Leonardi, E Vaast - Academy of Management Annals, 2017 - journals.aom.org
Social media—computer-mediated tools of the Web 2.0 generation that make it possible for
anyone to create, circulate, share, and exchange information in a variety of formats and with …

[PDF][PDF] The effectiveness of online learning: Beyond no significant difference and future horizons

T Nguyen - MERLOT Journal of online learning and teaching, 2015 - researchgate.net
The physical “brick and mortar” classroom is starting to lose its monopoly as the place of
learning. The Internet has made online learning possible, and many researchers and …

Gamification in theory and action: A survey

K Seaborn, DI Fels - International Journal of human-computer studies, 2015 - Elsevier
Gamification has drawn the attention of academics, practitioners and business professionals
in domains as diverse as education, information studies, human–computer interaction, and …