Analysis of gamification models in education using MDA framework

GP Kusuma, EK Wigati, Y Utomo… - Procedia Computer …, 2018 - Elsevier
Gamification nowadays is being one of techniques that can increase motivation and
encourage the involvement of users, particularly in education domain that requires teaching …

Gamification in higher education and stem: A systematic review of literature

ME Ortiz Rojas, K Chiluiza, M Valcke - 8th International Conference …, 2016 - biblio.ugent.be
In recent years, gamification, the use of game elements in non-game contexts, has drawn
the attention of educators due to the possibility of making learning more motivating and …

On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking

L De-Marcos, E Garcia-Lopez, A Garcia-Cabot - Computers & Education, 2016 - Elsevier
Game-like approaches are becoming increasingly popular in education, with educational
games and gamification drawing increasing levels of attention. While games specifically …

[HTML][HTML] Computer-based business games in higher education: A proposal of a gamified learning framework

M Grijalvo, A Segura, Y Núñez - Technological Forecasting and Social …, 2022 - Elsevier
This study evaluates a framework developed for the use of computer-based business games
in higher education, with the aim of developing specific knowledge and competencies within …

A meta-analysis on the influence of gamification in formal educational settings on affective and behavioral outcomes

AD Ritzhaupt, R Huang, M Sommer, J Zhu… - Educational Technology …, 2021 - Springer
The purpose of this study was to examine the effects of gamification used in formal
educational settings on student affective and behavioral outcomes. Using systematic …

[图书][B] A multimodal approach to video games and the player experience

W Toh - 2018 - taylorfrancis.com
This volume puts forth an original theoretical framework, the ludonarrative model, for
studying video games which foregrounds the empirical study of the player experience. The …

[PDF][PDF] The synthesis of a model of problem-based learning with the gamification concept to enhance the problem-solving skills for high vocational certificate

R Kladchuen, J Srisomphan - International Journal of …, 2021 - pdfs.semanticscholar.org
Work in the 21st century places an emphasis on the analytical and problem-solving skills of
employees as well as on new adaptability knowledge. Education nowadays needs workers …

Evoking emotions in virtual reality: schema activation via a freeze-frame stimulus

N Lipp, N Dużmańska-Misiarczyk, A Strojny, P Strojny - Virtual Reality, 2021 - Springer
Virtual reality can be used for educational purposes, particularly in demanding professions
such as firefighting. Such virtual training may be useful for preparing trainees for distress …

Gamifying the learning of design patterns in software engineering education

A Bartel, G Hagel - 2016 IEEE Global Engineering Education …, 2016 - ieeexplore.ieee.org
In this contribution a process and a way for a standardized documentation are proposed for
the creation of gamified and competency-based learning activities. Furthermore the …

Scratch ile programlama öğretiminde oyunlaştırmanın öğrenci katılımına etkisi

A Fidan - 2016 - search.proquest.com
Bu çalışmanın amacı Eğitimde Grafik ve Canlandırma dersinin Scratch programı kullanılarak
oyunlaştırılmasıdır ve bu bağlamda oyunlaştırmanın öğrenci katılımı, motivasyonu ve …