Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda

A Behl, N Jayawardena, V Pereira, N Islam… - … Forecasting and Social …, 2022 - Elsevier
Over the last few years, gamification has sparked significant interest in both industry and
academia. However, the focus of the debate has been mostly on game studies and human …

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 …

Gamification during Covid-19: Promoting active learning and motivation in higher education

EG Rincon-Flores, BN Santos-Guevara - Australasian Journal of …, 2021 - ajet.org.au
Virtual teaching modalities urgently implemented during the Covid-19 pandemic require
strategies to motivate students to participate actively in higher education. Our study found …

Gamification in higher education: The ECOn+ star battles

LR Murillo-Zamorano, JÁ López-Sánchez… - Computers & …, 2023 - Elsevier
Gamification is a thriving technique that has attracted attention in higher education. Despite
the increasing number of studies published in recent years, the problem is that the …

Gamification as a teaching method to improve performance and motivation in tertiary education during COVID-19: A research study from Mexico

EG Rincon-Flores, J Mena, E López-Camacho - Education Sciences, 2022 - mdpi.com
Gamification is usually understood as a pedagogical strategy that favors student
engagement and motivation. Traditionally it is composed of dynamics, mechanics, and …

Effective online engagement strategies through gamification: a systematic literature review and a future research agenda

NS Jayawardena, M Ross, S Quach, A Behl… - Journal of Global …, 2021 - igi-global.com
Gamification has recently been discovered as an excellent user engagement strategy that
has the potential to improve online education, online brand engagement, and information …

New methods and technologies for enhancing usability and accessibility of educational data

D Fonseca, FJ García-Peñalvo, JD Camba - Universal Access in the …, 2021 - Springer
Recent advances in information and communication technologies (ICTs) have fostered the
development of new methods and tools for exploring the increasingly large amounts of data …

Design of serious games in engineering education: An application to the configuration and analysis of manufacturing systems

M Urgo, W Terkaj, M Mondellini, G Colombo - CIRP Journal of …, 2022 - Elsevier
Higher education has to cope with current trends in digital technologies, in particular in the
field of industrial engineering, where digital competencies are required more and more …

Gamification in STEM programming courses: State of the art

M Venter - 2020 IEEE global engineering education conference …, 2020 - ieeexplore.ieee.org
Computer programming courses are an essential facet of STEM education, confronted by
many pressing challenges. Higher education (HE) students struggle to master programming …

Enhancing student motivation and engagement through a gamified learning environment

CJ Hellín, F Calles-Esteban, A Valledor, J Gómez… - Sustainability, 2023 - mdpi.com
Gamification is a viable strategy used to enhance motivation and engagement in
programming classes among students. However, automated evaluation capabilities, which …