[HTML][HTML] Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based …

J Krath, L Schürmann, HFO Von Korflesch - Computers in Human Behavior, 2021 - Elsevier
Despite increasing scientific interest in explaining how gamification supports positive affect
and motivation, behavior change and learning, there is still a lack of an overview of the …

[HTML][HTML] Tailored gamification in education: A literature review and future agenda

W Oliveira, J Hamari, L Shi, AM Toda… - Education and …, 2023 - Springer
Gamification has been widely used to design better educational systems aiming to increase
students' concentration, motivation, engagement, flow experience, and others positive …

[HTML][HTML] Augmented reality and gamification in education: A systematic literature review of research, applications, and empirical studies

G Lampropoulos, E Keramopoulos, K Diamantaras… - applied sciences, 2022 - mdpi.com
This study scrutinizes the existing literature regarding the use of augmented reality and
gamification in education to establish its theoretical basis. A systematic literature review …

Gamification applications in E-learning: A literature review

AN Saleem, NM Noori, F Ozdamli - Technology, Knowledge and Learning, 2022 - Springer
In recent years, there has been a lot of attention given to the trend of including game
elements into non-gaming facilities. The usage of gamification in education is a massive …

Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction

N Xi, J Hamari - International Journal of Information Management, 2019 - Elsevier
Gamification is increasingly used as an essential part of today's services, software and
systems to engage and motivate users, as well as to spark further behaviors. A core …

[HTML][HTML] The effect of challenge-based gamification on learning: An experiment in the context of statistics education

NZ Legaki, N Xi, J Hamari, K Karpouzis… - International journal of …, 2020 - Elsevier
Gamification is increasingly employed in learning environments as a way to increase
student motivation and consequent learning outcomes. However, while the research on the …

Can gamification help to improve education? Findings from a longitudinal study

LM Putz, F Hofbauer, H Treiblmaier - Computers in Human Behavior, 2020 - Elsevier
A goal of any educational measure is to improve students' capability to retain teaching
content. In this paper, we investigate the potential of gamification to foster knowledge …

Technology Enhanced Learning in higher education; motivations, engagement and academic achievement

TJ Dunn, M Kennedy - Computers & Education, 2019 - Elsevier
Abstract Technology Enhanced Learning (TEL) has become a common feature of Higher
Education. However, research has been hindered by a lack of differentiation between usage …

Investigating the effects of gamification-enhanced flipped learning on undergraduate students' behavioral and cognitive engagement

B Huang, KF Hew, CK Lo - Interactive learning environments, 2019 - Taylor & Francis
In recent years, flipped learning has attracted much attention around the world. This
instructional approach is appealing because it can free up class time for knowledge …

[HTML][HTML] The effects of personalized gamification on students' flow experience, motivation, and enjoyment

W Oliveira, J Hamari, S Joaquim, AM Toda… - Smart Learning …, 2022 - Springer
Gamification refers to the attempt to transform different kinds of systems to be able to better
invoke positive experiences such as the flow state. However, the ability of such intervention …