[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 …

The effect of games and simulations on higher education: a systematic literature review

D Vlachopoulos, A Makri - … Journal of Educational Technology in Higher …, 2017 - Springer
The focus of higher education institutions is the preparation of future professionals. To
achieve this aim, innovative teaching methods are often deployed, including games and …

Game-based Learning and 21st century skills: A review of recent research

M Qian, KR Clark - Computers in human behavior, 2016 - Elsevier
Game-based learning and 21st century skills have been gaining an enormous amount of
attention from researchers and practitioners. Given numerous studies support the positive …

Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning

J Hamari, DJ Shernoff, E Rowe, B Coller… - Computers in human …, 2016 - Elsevier
In this paper, we investigate the impact of flow (operationalized as heightened challenge
and skill), engagement, and immersion on learning in game-based learning environments …

An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games

EA Boyle, T Hainey, TM Connolly, G Gray, J Earp… - Computers & …, 2016 - Elsevier
Continuing interest in digital games indicated that it would be useful to update Connolly et
al.'s (2012) systematic literature review of empirical evidence about the positive impacts and …

'Go with the flow'for gamification and sustainability marketing

L Whittaker, R Mulcahy, R Russell-Bennett - International Journal of …, 2021 - Elsevier
This paper explores the potential of gamification for sustainability marketing efforts,
examining users' experiences with a gamified app designed to encourage the sustainable …

Motivation, engagement, and performance across multiple virtual reality sessions and levels of immersion

W Huang, RD Roscoe… - Journal of Computer …, 2021 - Wiley Online Library
This study investigated changes in learners' motivation, engagement, performance, and
spatial reasoning over time and across different levels of virtual reality (VR) immersion …

A systematic literature review on serious games evaluation: An application to software project management

A Calderón, M Ruiz - Computers & Education, 2015 - Elsevier
Training that future practitioners receive in software project management is a topic of great
importance. The objective of this systematic literature review is to summarize the current …

Measuring problem solving skills via stealth assessment in an engaging video game

VJ Shute, L Wang, S Greiff, W Zhao, G Moore - Computers in Human …, 2016 - Elsevier
We used stealth assessment, embedded in a game called Use Your Brainz (a slightly
modified version of Plants vs. Zombies 2), to measure middle-school students' problem …

Flow experience in game based learning–a systematic literature review

A Perttula, K Kiili, A Lindstedt, P Tuomi - 2017 - trepo.tuni.fi
The entertaining elements implemented in a serious game are key factors in determining
whether a player will be engaged in a play-learn process and able to achieve the desired …