[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 …

[HTML][HTML] Two decades of game concepts in digital learning environments–A bibliometric study and research agenda

S Schöbel, M Saqr, A Janson - Computers & Education, 2021 - Elsevier
In recent years, using game concepts for educational purposes in digital environments has
become continually more popular and relevant. Games can be used to motivate and engage …

Gamifying learning experiences: Practical implications and outcomes

A Domínguez, J Saenz-de-Navarrete, L De-Marcos… - Computers & …, 2013 - Elsevier
Gamification is the use of game design elements and game mechanics in non-game
contexts. This idea has been used successfully in many web based businesses to increase …

Map** learning and game mechanics for serious games analysis

S Arnab, T Lim, MB Carvalho, F Bellotti… - British Journal of …, 2015 - Wiley Online Library
Although there is a consensus on the instructional potential of S erious G ames (SG s), there
is still a lack of methodologies and tools not only for design but also to support analysis and …

[LIVRE][B] Teaching as a design science: Building pedagogical patterns for learning and technology

D Laurillard - 2013 - taylorfrancis.com
Teaching is changing. It is no longer simply about passing on knowledge to the next
generation. Teachers in the twenty-first century, in all educational sectors, have to cope with …

An activity theory-based model for serious games analysis and conceptual design

MB Carvalho, F Bellotti, R Berta, A De Gloria… - Computers & …, 2015 - Elsevier
There are currently a number of models, frameworks and methodologies for serious games
analysis and design that provide useful interpretations of the possibilities and limitations …

A social gamification framework for a K-6 learning platform

J Simões, RD Redondo, AF Vilas - Computers in human behavior, 2013 - Elsevier
As video games, particularly, social games are growing in popularity and number of users,
there has been an increasing interest in its potential as innovative teaching tools …

Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies

C Girard, J Ecalle, A Magnan - Journal of computer assisted …, 2013 - Wiley Online Library
Computer‐assisted learning is known to be an effective tool for improving learning in both
adults and children. Recent years have seen the emergence of the so‐called 'serious games …

Publication trends in gamification: A systematic map** study

J Kasurinen, A Knutas - Computer Science Review, 2018 - Elsevier
The term gamification and gamified systems are a trending area of research. However,
gamification can indicate several different things, such as applying the game-like elements …

Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu

R Cózar-Gutiérrez, JM Sáez-López - International Journal of Educational …, 2016 - Springer
This study analyzes the application of game-based learning and gamification using
MinecraftEdu, which allows for an exploration of the possibilities regarding immersive …