Gamification of e-learning in higher education: a systematic literature review
In recent years, university teaching methods have evolved and almost all higher education
institutions use e-learning platforms to deliver courses and learning activities. However …
institutions use e-learning platforms to deliver courses and learning activities. However …
Gamification applications in E-learning: A literature review
In recent years, there has been a lot of attention given to the trend of including game
elements into non-gaming facilities. The usage of gamification in education is a massive …
elements into non-gaming facilities. The usage of gamification in education is a massive …
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 …
Thai undergraduate science, technology, engineering, arts, and math (STEAM) creative thinking and innovation skill development: a conceptual model using a digital …
N Wannapiroon, P Pimdee - Education and Information Technologies, 2022 - Springer
Qualitative and quantitative research methods were undertaken to examine and develop a
digitally based virtual classroom learning environment (VCLE) for Thai undergraduate …
digitally based virtual classroom learning environment (VCLE) for Thai undergraduate …
Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study
L Rodrigues, FD Pereira, AM Toda… - International Journal of …, 2022 - Springer
There are many claims that gamification (ie, using game elements outside games) impact
decreases over time (ie, the novelty effect). Most studies analyzing this effect focused on …
decreases over time (ie, the novelty effect). Most studies analyzing this effect focused on …
Gamification of in‐class activities in flipped classroom lectures
For higher education, the question of how in‐class activities can be supported in large
lectures is of great relevance. This paper suggests a gamified flipped classroom approach to …
lectures is of great relevance. This paper suggests a gamified flipped classroom approach to …
Flipped classroom in business and entrepreneurship education: A systematic review and future research agenda
Flipped learning environments have found their way into business and entrepreneurship
education. While most studies have found that flipped classrooms can enhance learning …
education. While most studies have found that flipped classrooms can enhance learning …
How has gamification within digital platforms affected self-regulated learning skills during the COVID-19 pandemic? Mixed-methods research
W Alhalafawy, MT Zaki - International Journal of Emerging …, 2022 - learntechlib.org
Gamification systems on digital platforms are among the essential systems that can motivate
learners towards achieving educational gains and goals. Self-regulated learning skills …
learners towards achieving educational gains and goals. Self-regulated learning skills …
Exploring the effects of gamification pedagogy on children's reading: A mixed‐method study on academic performance, reading‐related mentality and behaviors, and …
X Li, SKW Chu - British Journal of Educational Technology, 2021 - Wiley Online Library
Gamification is becoming increasingly popular in primary education due to the widespread
use of digital technology. However, gamified reading is new, and there is little empirical …
use of digital technology. However, gamified reading is new, and there is little empirical …
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 …