Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda
Over the last few years, gamification has sparked significant interest in both industry and
academia. However, the focus of the debate has been mostly on game studies and human …
academia. However, the focus of the debate has been mostly on game studies and human …
Gamification of health professions education: a systematic review
AEJ van Gaalen, J Brouwer… - Advances in Health …, 2021 - Springer
Gamification refers to using game attributes in a non-gaming context. Health professions
educators increasingly turn to gamification to optimize students' learning outcomes …
educators increasingly turn to gamification to optimize students' learning outcomes …
Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz
The purpose of the present study was to investigate the reflections of gamification activities
that are used as a formative assessment tool based on academic achievement and student …
that are used as a formative assessment tool based on academic achievement and student …
Tracking e-learning through published papers: A systematic review
Electronic learning (e-learning) is a broader approach to learning that brings new
opportunities for learning and teaching in many fields of education far from the traditional …
opportunities for learning and teaching in many fields of education far from the traditional …
Perceptions of students for gamification approach: Kahoot as a case study
© 2018 Kassel University Press GmbH. A novel learning experience that increases student
motivation can be created in a learning environment that includes a gamification approach …
motivation can be created in a learning environment that includes a gamification approach …
[HTML][HTML] Two decades of game concepts in digital learning environments–A bibliometric study and research agenda
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 …
become continually more popular and relevant. Games can be used to motivate and engage …
To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course
E Kyewski, NC Krämer - Computers & Education, 2018 - Elsevier
Over the last few years, the implementation of game elements like badges in non-game
environments has become increasingly popular (Butler, 2014). In this study, we tested …
environments has become increasingly popular (Butler, 2014). In this study, we tested …
Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance
Gamification, the application of game elements to non-game settings, continues to grow in
popularity as a method to increase student engagement in the classroom. We tested …
popularity as a method to increase student engagement in the classroom. We tested …
Towards intelligent E-learning systems
M Liu, D Yu - Education and Information Technologies, 2023 - Springer
The prevalence of e-learning systems has made educational resources more accessible,
interactive and effective to learners without the geographic and temporal boundaries …
interactive and effective to learners without the geographic and temporal boundaries …
Capturing the complexity of gamification elements: a holistic approach for analysing existing and deriving novel gamification designs
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 …
motivation of information systems users. A remaining challenge in gamification is that no …