Gamification and education: A literature review
The term “gamification” is generally used to denote the application of game mechanisms in
non‐gaming environments with the aim of enhancing the processes enacted and the …
non‐gaming environments with the aim of enhancing the processes enacted and the …
Gamification of education: a review of literature
FFH Nah, Q Zeng, VR Telaprolu, AP Ayyappa… - HCI in Business: First …, 2014 - Springer
We synthesized the literature on gamification of education by conducting a review of the
literature on gamification in the educational and learning context. Based on our review, we …
literature on gamification in the educational and learning context. Based on our review, we …
To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course
E Kyewski, NC Krämer - Computers & Education, 2018 - Elsevier
Over the last few years, the implementation of game elements like badges in non-game
environments has become increasingly popular (Butler, 2014). In this study, we tested …
environments has become increasingly popular (Butler, 2014). In this study, we tested …
Gamification: The effect on student motivation and performance at the post-secondary level
M Lister - Issues and Trends in Educational Technology, 2015 - learntechlib.org
Computer games are increasingly part of the daily activities of Canadian students of all
ages, and have been shown to support student motivation and learning however can be …
ages, and have been shown to support student motivation and learning however can be …
De la enseñanza con libros de texto al aprendizaje en espacios online gamificados
MA Moreira, CSG González - Educatio Siglo XXI, 2015 - revistas.um.es
En este artículo se plantea la necesidad que la escuela del siglo XXI empiece a transformar
sus materiales didácticos adecuándolos a las nuevas experiencias y formas expresivas de …
sus materiales didácticos adecuándolos a las nuevas experiencias y formas expresivas de …
[HTML][HTML] La gamificación en la educación superior: una revisión sistemática
C Lozada-Ávila, S Betancur-Gómez - Revista Ingenierías Universidad …, 2017 - scielo.org.co
La gamificación se presenta como alternativa a las estrategias tradicionales del aula, y cada
vez es más utilizada en la educación superior (ES). El objetivo de la revisión es conocer …
vez es más utilizada en la educación superior (ES). El objetivo de la revisión es conocer …
Cloud-assisted gamification for education and learning–Recent advances and challenges
Gamification has gained considerable interest in education circles due to its capability of
enhancing the learning process among students. In the future, it is expected that …
enhancing the learning process among students. In the future, it is expected that …
Edu-escape rooms
Definition Escape Rooms are cooperative games in which players must find clues, solve
puzzles, and perform a variety of tasks within a limited time. The goal is usually to escape or …
puzzles, and perform a variety of tasks within a limited time. The goal is usually to escape or …
Implementation of digital technology for student involvement based on a 3D quest game for career guidance and assessing students' digital competences
OV Prokhorov, VO Lisovichenko… - Educational …, 2022 - acnsci.org
This article describes the process of developing a career advice 3D adventure game for
applicants interested in working in IT departments. The game is based on a 3D …
applicants interested in working in IT departments. The game is based on a 3D …
Developing a 3D quest game for career guidance to estimate students' digital competences
ОV Prokhorov, VO Lisovichenko, MS Mazorchuk… - 2020 - elibrary.kdpu.edu.ua
This paper reveals the process of creating a career guidance 3D quest game for applicants
who aim to apply for IT departments. The game bases on 3D model of computer science and …
who aim to apply for IT departments. The game bases on 3D model of computer science and …