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 …
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
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 …
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
This research explores the optimization of behavioural and economic strategies for the
seamless integration of wireless energy transmission (WET) technologies into smart cities …
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
Abstract Education and Information Technologies (EAIT) has been a leading journal in
education & educational research since 1996. To celebrate its 25th anniversary and provide …
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 …
increasingly demanding multicultural environment. However, at present we still find that …
Mobile banking usage and gamification: the moderating effect of generational cohorts
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) …
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)
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 …
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
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 …
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
Gamified learning tools refer to the websites, software or mobile applications that use game
design elements for educational purposes. Though theoretically promising in engaging …
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 …
problem-solving, collaboration, interpersonal and communication skills for higher education …