[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 …
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 …
Effects of digital game-based learning on students' digital etiquette literacy, learning motivations, and engagement
Y Zheng, J Zhang, Y Li, X Wu, R Ding, X Luo, P Liu… - Heliyon, 2024 - cell.com
Recent years have seen a substantial rise in the number of children and teenagers surfing
the Internet; however, not all use this resource responsibly. Digital etiquette, a core element …
the Internet; however, not all use this resource responsibly. Digital etiquette, a core element …
Game-based learning and gamification in physical education: a systematic review
R Camacho-Sánchez, A Manzano-León… - Education …, 2023 - mdpi.com
The use of educational games or some aspects of games in the educational context is
known as game-based learning (GBL) or educational gamification. The objectives of this …
known as game-based learning (GBL) or educational gamification. The objectives of this …
Self-determination theory in HCI games research: Current uses and open questions
Self-Determination Theory (SDT), a major psychological theory of human motivation, has
become increasingly popular in Human-Computer Interaction (HCI) research on games and …
become increasingly popular in Human-Computer Interaction (HCI) research on games and …
The model for introduction of gamification into e-learning in higher education
M Urh, G Vukovic, E Jereb - Procedia-Social and Behavioral Sciences, 2015 - Elsevier
The following paper presents the model for introduction of gamification into the field of e-
learning in higher education. Concepts and differences between techniques and methods of …
learning in higher education. Concepts and differences between techniques and methods of …
A systematic literature review of empirical evidence on computer games and serious games
This paper examines the literature on computer games and serious games in regard to the
potential positive impacts of gaming on users aged 14 years or above, especially with …
potential positive impacts of gaming on users aged 14 years or above, especially with …
Essential features of serious games design in higher education: Linking learning attributes to game mechanics
This paper consolidates evidence and material from a range of specialist and disciplinary
fields to provide an evidence‐based review and synthesis on the design and use of serious …
fields to provide an evidence‐based review and synthesis on the design and use of serious …
[HTML][HTML] Harnessing the power of virtual reality: Enhancing telepresence and inspiring sustainable travel intentions in the tourism industry
This study investigates how virtual reality (VR) can enhance telepresence and stimulate VR
use and travel intentions in the sustainable tourism industry. 512 local and international …
use and travel intentions in the sustainable tourism industry. 512 local and international …
[HTML][HTML] Gaming well: links between videogames and flourishing mental health
This paper is a review of the state of play of research linking videogaming and flourishing,
and explores the role of videogames and technology to improve mental health and well …
and explores the role of videogames and technology to improve mental health and well …