Using gamification to support learning in K‐12 education: A systematic literature review
H Dehghanzadeh, M Farrokhnia… - British Journal of …, 2024 - Wiley Online Library
Using gamification to support learning in K‐12 education has received much attention from
scholars in recent years. However, there is still a lack of comprehensive understanding of …
scholars in recent years. However, there is still a lack of comprehensive understanding of …
Relationship between learning flow and academic performance among students: a systematic evaluation and meta-analysis
Z Jinmin, F Qi - Frontiers in Psychology, 2023 - frontiersin.org
Introduction The concept of “flow experience,” characterized by a state of immersive
enjoyment and profound engagement, pertains to individuals' deep involvement in intriguing …
enjoyment and profound engagement, pertains to individuals' deep involvement in intriguing …
[HTML][HTML] Artificial intelligence (AI)-based learning media: Definition, bibliometric, classification, and issues for enhancing creative thinking in education
This research aims to identify effective ways of integrating Artificial Intelligence (AI)
technology with innovative learning methods to improve students' creative thinking skills in …
technology with innovative learning methods to improve students' creative thinking skills in …
Can gamification enhance online learning? Evidence from a meta-analysis
Q Yu, K Yu, B Li - Education and Information Technologies, 2024 - Springer
As gamification is introduced into education, researchers believe it has the potential to
improve online learning. However, the effects of gamified online learning (GOL) are mixed …
improve online learning. However, the effects of gamified online learning (GOL) are mixed …
Pre-service teachers' perception of active learning methodologies in history: Flipped classroom and gamification in an e-learning environment
The scientific literature reveals the impact of applying game-based videos and gamification
on undergraduates' learning. This work proposes, within an online context, using these …
on undergraduates' learning. This work proposes, within an online context, using these …
Latest Innovations in Internet of Things (IoT): Digital Transformation Across Industries
I Adhicandra, T Tanwir, A Asfahani… - Innovative: Journal Of …, 2024 - j-innovative.org
This research article explores recent advances in IoT technology and its huge impact on
various sectors. This research method uses a qualitative research approach involving in …
various sectors. This research method uses a qualitative research approach involving in …
Effect of using gamification and augmented reality in mechanical ventilation unit of critical care nursing on nurse students' knowledge, motivation, and self-efficacy: A …
Background Gamification and augmented reality (AR) are innovative teaching modalities.
Research on the effects of combining these two strategies in nursing education is scarce …
Research on the effects of combining these two strategies in nursing education is scarce …
Enhancing learning in design for manufacturing and assembly: The effects of augmented reality and game-based learning on student's intrinsic motivation
Purpose This study aims to examine the effects on student motivation and perception of
technological interventions within undergraduate mechanical engineering and product …
technological interventions within undergraduate mechanical engineering and product …
Personalization in educational gamification: Learners with different trait competitiveness benefit differently from rankings on leaderboards
J Wang, S Gong, Y Cao, X Guo, P Peng - Computers & Education, 2024 - Elsevier
Leaderboards are among the most prevalent game elements and are widely used in
educational gamification. However, most research has primarily compared learning …
educational gamification. However, most research has primarily compared learning …
Analytics of motivational factors of educational video games: LDA topic modeling and the 6 C's learning motivation model
This research studies the motivational factors used in educational video games through the
lens of 6 C's learning motivation model with text mining of the players' reviews and …
lens of 6 C's learning motivation model with text mining of the players' reviews and …