Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda

A Behl, N Jayawardena, V Pereira, N Islam… - … Forecasting and Social …, 2022 - Elsevier
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 …

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 …

Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz

DO Göksün, G Gürsoy - Computers & Education, 2019 - Elsevier
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 …

Tracking e-learning through published papers: A systematic review

H Rodrigues, F Almeida, V Figueiredo, SL Lopes - Computers & education, 2019 - Elsevier
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 …

Perceptions of students for gamification approach: Kahoot as a case study

H Bicen, S Kocakoyun - International Journal of emerging …, 2018 - avesis.anadolu.edu.tr
© 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 …

[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 …

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 …

Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance

MD Hanus, J Fox - Computers & education, 2015 - Elsevier
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 …

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 …

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 …