The shift to gamification in education: A review on dominant issues

K Ofosu-Ampong - Journal of Educational Technology …, 2020 - journals.sagepub.com
This article examines gamification literature on education since 2011. Using highlighted
themes from Kirriemuir and McFarlane's review on games and education as a starting point …

Blended learning models, curricula, and gamification in project management education

MS Farooq, A Hamid, A Alvi, U Omer - IEEE Access, 2022 - ieeexplore.ieee.org
Project management learning involves realization of the project management's knowledge
areas, familiarity with advanced tools as well as develo** abilities like critical thinking and …

[PDF][PDF] Optimizing behavioral and economic strategies for the ubiquitous integration of wireless energy transmission in smart cities

KE Bassey, SA Rajput, OO Oladepo, K Oyewale - 2024 - researchgate.net
This research explores the optimization of behavioural and economic strategies for the
seamless integration of wireless energy transmission (WET) technologies into smart cities …

Twenty-five years of education and information technologies: Insights from a topic modeling based bibliometric analysis

O Ozyurt, A Ayaz - Education and Information Technologies, 2022 - Springer
Abstract Education and Information Technologies (EAIT) has been a leading journal in
education & educational research since 1996. To celebrate its 25th anniversary and provide …

Adapting competitiveness and gamification to a digital platform for foreign language learning

NH Arce, AC Valdivia - … of Emerging Technologies in Learning (iJET …, 2020 - learntechlib.org
Due to globalization growth, learning a second language is a necessity to develop in an
increasingly demanding multicultural environment. However, at present we still find that …

Mobile banking usage and gamification: the moderating effect of generational cohorts

G Çera, I Pagria, KA Khan, L Muaremi - Journal of Systems and …, 2020 - emerald.com
Purpose The extended unified theory of acceptance and use of technology (UTAUT2) model
has been adapted and applied by scholars to gain insight into mobile banking (m-banking) …

Fostering university students' engagement in teamwork and innovation behaviors through game-based learning (GBL)

P Martín-Hernández, M Gil-Lacruz, AI Gil-Lacruz… - Sustainability, 2021 - mdpi.com
Higher Education Instituions (HEIs) should be the driving force behind the training of college
students in terms of both hard and soft skills (for example, innovation and teamwork …

Gamification of E-learning in African universities: Identifying adoption factors through task-technology fit and technology acceptance model

AS Mustafa, GA Alkawsi, K Ofosu-Ampong… - Next-Generation …, 2022 - igi-global.com
Gamification in education is a strategy of motivating and engaging students by integrating
game design features into the instructional process. Although there is a growing body of …

Factors contributing to teachers' acceptance intention of gamified learning tools in secondary schools: An exploratory study

Z Luo, C Brown, B O'Steen - Education and Information Technologies, 2021 - Springer
Gamified learning tools refer to the websites, software or mobile applications that use game
design elements for educational purposes. Though theoretically promising in engaging …

[HTML][HTML] A systematic literature review of soft skills in Information technology education

FS Mohammed, F Ozdamli - Behavioral Sciences, 2024 - pmc.ncbi.nlm.nih.gov
This research addresses the importance of the soft skills approach, which encompasses
problem-solving, collaboration, interpersonal and communication skills for higher education …