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 …

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 …

[HTML][HTML] Artificial intelligence (AI)-based learning media: Definition, bibliometric, classification, and issues for enhancing creative thinking in education

AN Solihat, D Dahlan, K Kusnendi… - ASEAN Journal of …, 2024 - ejournal.upi.edu
This research aims to identify effective ways of integrating Artificial Intelligence (AI)
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 …

Pre-service teachers' perception of active learning methodologies in history: Flipped classroom and gamification in an e-learning environment

EC Candel, C de-la-Peña, BC Yuste - Education and Information …, 2024 - Springer
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 …

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 …

Effect of using gamification and augmented reality in mechanical ventilation unit of critical care nursing on nurse students' knowledge, motivation, and self-efficacy: A …

SY Othman, E Ghallab, S Eltaybani, AM Mohamed - Nurse education today, 2024 - Elsevier
Background Gamification and augmented reality (AR) are innovative teaching modalities.
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

AS Gill, D Irwin, P Long, L Sun, D Towey… - … Technology and Smart …, 2024 - emerald.com
Purpose This study aims to examine the effects on student motivation and perception of
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 …

Analytics of motivational factors of educational video games: LDA topic modeling and the 6 C's learning motivation model

Y Chen, Z Xie, DKW Chiu - Education and Information Technologies, 2024 - Springer
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 …