[HTML][HTML] Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based …
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 …
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
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 …
achieve this aim, innovative teaching methods are often deployed, including games and …
Game-based Learning and 21st century skills: A review of recent research
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 …
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
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 …
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
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 …
al.'s (2012) systematic literature review of empirical evidence about the positive impacts and …
'Go with the flow'for gamification and sustainability marketing
This paper explores the potential of gamification for sustainability marketing efforts,
examining users' experiences with a gamified app designed to encourage the sustainable …
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
This study investigated changes in learners' motivation, engagement, performance, and
spatial reasoning over time and across different levels of virtual reality (VR) immersion …
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
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 …
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
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 …
modified version of Plants vs. Zombies 2), to measure middle-school students' problem …
Flow experience in game based learning–a systematic literature review
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 …
whether a player will be engaged in a play-learn process and able to achieve the desired …