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 …

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 …

[HTML][HTML] Enhancing user engagement: The role of gamification in mobile apps

P Bitrián, I Buil, S Catalán - Journal of Business Research, 2021 - Elsevier
Organizations are increasingly making use of gamification to enhance users' engagement
with their mobile apps. However, more research into the mechanisms that facilitate user …

The impact of gamification on learning and instruction: A systematic review of empirical evidence

Z Zainuddin, SKW Chu, M Shujahat… - Educational research …, 2020 - Elsevier
The adoption of gamification in learning and instruction is perceived to have mass appeal
among the learners in stimulating motivation, learner engagement and social influence. This …

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

NZ Legaki, N **, 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 …

The effect of gamification on motivation and engagement

RS Alsawaier - The International Journal of Information and Learning …, 2018 - emerald.com
Purpose Gamification is the application of game features, mainly video game elements, into
non-game context for the purpose of promoting motivation and engagement in learning. The …

Gamification and online impulse buying: The moderating effect of gender and age

L Zhang, Z Shao, X Li, Y Feng - International Journal of Information …, 2021 - Elsevier
While gamification has emerged as one of the most promising futuristic trends in e-
commerce, how it impacts consumers' impulse buying behavior remains largely …

Gamification in higher education: The ECOn+ star battles

LR Murillo-Zamorano, JÁ López-Sánchez… - Computers & …, 2023 - Elsevier
Gamification is a thriving technique that has attracted attention in higher education. Despite
the increasing number of studies published in recent years, the problem is that the …

Capturing the complexity of gamification elements: a holistic approach for analysing existing and deriving novel gamification designs

SM Schöbel, A Janson, M Söllner - European Journal of Information …, 2020 - Taylor & Francis
Gamification is a well-known approach that refers to the use of elements to increase the
motivation of information systems users. A remaining challenge in gamification is that no …

A qualitative investigation of student perceptions of game elements in a gamified course

T Aldemir, B Celik, G Kaplan - Computers in human Behavior, 2018 - Elsevier
As gamification grows in popularity, there has been increased interest in its potential as a
motivating and engaging learning strategy. Yet, it is still a controversial issue in education …