[HTML][HTML] Gamified project-based learning: A systematic review of the research landscape

W Huang, X Li, J Shang - Sustainability, 2023 - mdpi.com
The information era puts higher requirements on current students' learning methods to
develop 21st-century skills. Project-based learning (PBL) and gamified learning have been …

[HTML][HTML] The tangled ways to classify games: A systematic review of how games are classified in psychological research

J Starosta, P Kiszka, PD Szyszka, S Starzec, P Strojny - PLoS one, 2024 - journals.plos.org
In the face of the rapid evolution of the gaming market and the puzzling overlap of genres,
consistency in classification seems elusive. The purpose of the present review was to …

Developing an empathy spectrum for games

A Jerrett, P Howell, N Dansey - Games and Culture, 2021 - journals.sagepub.com
Games often encourage players to feel empathy for characters or scenarios by design.
However, the term 'empathy'is often misunderstood and used in a variety of contexts as a …

The transforming generation: increasing student awareness about the effects of economic decisions on sustainability

J Sierra, Á Suárez-Collado - International Journal of sustainability in …, 2021 - emerald.com
Purpose There is a growing trend in higher education institutions to develop multi-
disciplinary approaches to education for sustainable development and to implement student …

Animal Crossing: New Horizons meets “Maslow's pyramid”

BS Benti, G Stadtmann - Human Behavior and Emerging …, 2021 - Wiley Online Library
After its release in 2020, the video game Animal Crossing: New Horizons (ACNH) has
recorded high sales figures and attracted a large number of game players. In order to …

Gamified project-based learning: A systematic review

W Huang, X Li, J Shang - International Conference on Blended Learning, 2022 - Springer
With the continuous development of information technology and the comprehensive
requirements for students' capacity, project-based learning (PBL) and gamified learning …

Gamification in the development of entrepreneurial intentions: a QCA analysis

N Pérez-Macías, C Medina-Molina… - Entrepreneurship …, 2022 - Springer
Studies related to gamification and EI are scarce and conducted in isolation, but despite
being few, thanks to them we know that gamification is important for the generation of …

[HTML][HTML] Роль глобальных платформ в стимулировании цифровой трансформации: компетенционный и инновационный аспекты

ИВ Данилин, ЗА Мамедьяров - Вестник МГИМО университета, 2020 - cyberleninka.ru
На фоне роста значимости информационно-коммуникационных технологий в
последнее десятилетие сформировались основы цифровой экономики, наиболее …

[HTML][HTML] Learning by ruling: Use of videogames to simulate public economics management

J Sierra, MJ Rodríguez-Conde - The International Journal of Management …, 2023 - Elsevier
The potential of serious games as powerful educational tools to achieve multiple learning
outcomes, is commonly accepted. This study describes an active-learning educational …

Perfiles de uso problemático de los videojuegos y su influencia en el rendimiento académico y los procesos de toma de decisiones en alumnado universitario.

Y del Sol Barreto-Cabrera… - Pixel-Bit, Revista de …, 2024 - search.ebscohost.com
El creciente impacto de los videojuegos en las últimas décadas ha suscitado un notable
interés científico en Educación. El objetivo del presente artículo es analizar perfiles de uso …