Gamification in mobile-assisted language learning: A systematic review of Duolingo literature from public release of 2012 to early 2020

M Shortt, S Tilak, I Kuznetcova, B Martens… - Computer Assisted …, 2023 - Taylor & Francis
More than 300 million people use the gamified mobile-assisted language learning (MALL)
application (app) Duolingo. The challenging tasks, reward incentives, systematic levels, and …

Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts

S Bai, KF Hew, B Huang - Educational Research Review, 2020 - Elsevier
Despite the buzz around gamification as an exciting new method to engage students,
evidence of its ability to enhance learning is mixed. In fact, gamification has attracted …

The effect of gamification on motivation and engagement

RS Alsawaier - The International Journal of Information and Learning …, 2018 - emerald.com
Purpose Gamification is the application of game features, mainly video game elements, into
non-game context for the purpose of promoting motivation and engagement in learning. The …

Gamification: a systematic review of design frameworks

A Mora, D Riera, C González… - Journal of Computing in …, 2017 - Springer
Learner's motivation difficulties are recognized as a problem in diverse educational
scenarios, reaching up to university degrees. Among other techniques that are often applied …

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 and learning: a review of issues and research

F Faiella, M Ricciardi - Journal of e-learning and knowledge society, 2015 - learntechlib.org
This paper will review the literature on gamification and aim to apply principles of analysis
for synthesize existing research, identify issues of controversy, uncover areas that future …

Shallow gamification: Testing psychological effects of framing an activity as a game

A Lieberoth - Games and Culture, 2015 - journals.sagepub.com
This article experimentally dissociates the psychological impact of framing versus game
mechanics, when presenting a serious activity as a game. Studies of game elements in …

Towards the gamification of learning: Investigating student perceptions of game elements

C Cheong, J Filippou, F Cheong - Journal of Information Systems Education, 2014 - jise.org
Games offer people engaging and motivating experiences. The process of recreating this
type of experience in systems that are not typically considered games is called …

[HTML][HTML] Gamification for behavior change: A scientometric review

S Bassanelli, N Vasta, A Bucchiarone, A Marconi - Acta Psychologica, 2022 - Elsevier
Gamification, which refers to the use of game design elements in non-game contexts,
provides similar experiences and motivations as games do; this makes gamification a useful …

A study of the use of games and gamification to enhance student engagement, experience and achievement on a theory-based course of an undergraduate media …

M Leaning - Journal of Media Practice, 2015 - Taylor & Francis
This article details the research findings of a study investigating the effectiveness of a
learning and teaching project that involved the use of games to aid in student learning on a …