Gamification applications in E-learning: A literature review

AN Saleem, NM Noori, F Ozdamli - Technology, Knowledge and Learning, 2022 - Springer
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 …

[HTML][HTML] The gamification of learning: A meta-analysis

M Sailer, L Homner - Educational psychology review, 2020 - Springer
This meta-analysis was conducted to systematically synthesize research findings on effects
of gamification on cognitive, motivational, and behavioral learning outcomes. Results from …

[HTML][HTML] The impact of gamification on students' learning, engagement and behavior based on their personality traits

R Smiderle, SJ Rigo, LB Marques… - Smart Learning …, 2020 - Springer
The gamification of education can enhance levels of students' engagement similar to what
games can do, to improve their particular skills and optimize their learning. On the other …

[HTML][HTML] 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 …

Gamification science, its history and future: Definitions and a research agenda

RN Landers, EM Auer, AB Collmus… - Simulation & …, 2018 - journals.sagepub.com
Background. Definitions of gamification tend to vary by person, both in industry and within
academia. One particularly popular lay interpretation, introduced and popularized by Ian …

[HTML][HTML] Thai undergraduate science, technology, engineering, arts, and math (STEAM) creative thinking and innovation skill development: a conceptual model using …

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 …

[HTML][HTML] Does gamification increase engagement with online programs? A systematic review

J Looyestyn, J Kernot, K Boshoff, J Ryan, S Edney… - PloS one, 2017 - journals.plos.org
Background Engagement in online programs is difficult to maintain. Gamification is the
recent trend that offers to increase engagement through the inclusion of game-like features …

Serious games and gamification in the corporate training environment: A literature review

K Larson - TechTrends, 2020 - Springer
Gamification is the concept of leveraging the psychological predisposition to engage in
gaming, using mechanisms that game designers have applied in making video games, as a …

[PDF][PDF] Transformando la educación online: el impacto de la gamificación en la formación del profesorado en un entorno universitario

RM Sánchez - Metaverse Basic and Applied Research, 2023 - researchgate.net
Introducción: la gamificación consiste en la aplicación de elementos y mecánicas de los
juegos en contextos no lúdicos, como la educación. Los elementos que se pueden incluir …

Gamification in education: Why, where, when, and how?—A systematic review

N Zeybek, E Saygı - Games and Culture, 2024 - journals.sagepub.com
Defined as the utilization of game elements in nongame environments, gamification has
been frequently used in education in recent years. The aim of the present study is to …