Augmented reality and gamification in education: A systematic literature review of research, applications, and empirical studies
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 …
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
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 …
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 …
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 …
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 …
techniques in the context of digital and game-based learning materials through a …
Analysing gamification elements in educational environments using an existing Gamification taxonomy
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 …
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
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 …
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 …
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 …
learning. The Internet has made online learning possible, and many researchers and …
Gamification in theory and action: A survey
Gamification has drawn the attention of academics, practitioners and business professionals
in domains as diverse as education, information studies, human–computer interaction, and …
in domains as diverse as education, information studies, human–computer interaction, and …