Gamification and education: A literature review

I Caponetto, J Earp, M Ott - European conference on games …, 2014 - books.google.com
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 …

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 …

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 …

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 …

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 …

[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 …

Cloud-assisted gamification for education and learning–Recent advances and challenges

S Hakak, NFM Noor, MN Ayub, H Affal, N Hussin… - Computers & Electrical …, 2019 - Elsevier
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 …

Edu-escape rooms

M Grande-de-Prado, S García-Martín, R Baelo… - Encyclopedia, 2020 - mdpi.com
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 …

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 …

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 …