Gamifying education: what is known, what is believed and what remains uncertain: a critical review

C Dichev, D Dicheva - International journal of educational technology in …, 2017 - Springer
Gamification of education is a developing approach for increasing learners' motivation and
engagement by incorporating game design elements in educational environments. With the …

The shift to gamification in education: A review on dominant issues

K Ofosu-Ampong - Journal of Educational Technology …, 2020 - journals.sagepub.com
This article examines gamification literature on education since 2011. Using highlighted
themes from Kirriemuir and McFarlane's review on games and education as a starting point …

Reliability and inter-rater reliability in qualitative research: Norms and guidelines for CSCW and HCI practice

N McDonald, S Schoenebeck, A Forte - … of the ACM on human-computer …, 2019 - dl.acm.org
What does reliability mean for building a grounded theory? What about when writing an auto-
ethnography? When is it appropriate to use measures like inter-rater reliability (IRR) …

[HTML][HTML] Detecting latent topics and trends in educational technologies over four decades using structural topic modeling: A retrospective of all volumes of Computers …

X Chen, D Zou, G Cheng, H Xie - Computers & Education, 2020 - Elsevier
Computers & Education has been leading the field of computers in education for over 40
years, during which time it has developed into a well-known journal with significant …

Technology-based reading intervention programs for elementary grades: An analytical review

H Jamshidifarsani, S Garbaya, T Lim, P Blazevic… - Computers & …, 2019 - Elsevier
In modern societies, the role of reading is becoming increasingly crucial. Hence, any
impairment to the reading ability can seriously limit a person's aspirations. The enormous …

The effects of gamification in online learning environments: A systematic literature review

A Antonaci, R Klemke, M Specht - Informatics, 2019 - mdpi.com
Gamification has recently been presented as a successful strategy to engage users, with
potential for online education. However, while the number of publications on gamification …

Gamification and customer experience in online retail: A qualitative study focusing on ethical perspective

Sheetal, R Tyagi, G Singh - Asian Journal of Business Ethics, 2023 - Springer
This paper aims to investigate the effect of gamification in engaging and motivating
consumers for online shopping and also the use of gamification to enhance sales. Moreover …

Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom

P Anunpattana, MNA Khalid, H Iida, W Inchamnan - Heliyon, 2021 - cell.com
Challenges in education have continuously been addressed by integrating gamification, but
a gap remains for game design principles that support user engagement. This paper …

[PDF][PDF] Approach to Improve Reading Skill of Students with Dyslexia

A Hadhrami, MR Al-Amrat… - Information …, 2022 - digitalcommons.aaru.edu.jo
The purpose of this research is to define and explain the way of learning to read that is
effective in increasing the reading abilities of students with dyslexia. The qualitative research …

Developing two game-based interventions for dyslexia therapeutic interventions using gamification and serious games approaches entertainment computing journal

A Khaleghi, Z Aghaei, M Behnamghader - Entertainment Computing, 2022 - Elsevier
Dyslexia (reading disorder) is one of the most common learning disabilities, affecting about
20% of Iranian children. The current treatments are expensive and should be performed with …