Serious games and gamification in healthcare: a meta-review

R Damaševičius, R Maskeliūnas, T Blažauskas - Information, 2023 - mdpi.com
A serious game is a type of game that is designed for a primary purpose other than
entertainment. Instead, serious games are intended to achieve specific goals, such as …

[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 …

ChatGPT challenges blended learning methodologies in engineering education: A case study in mathematics

LM Sánchez-Ruiz, S Moll-López, A Nuñez-Pérez… - Applied Sciences, 2023 - mdpi.com
This research aims to explore the potential impact of the ChatGPT on b-learning
methodologies in engineering education, specifically in mathematics. The study focuses on …

Benefits of gamification in medical education

K Krishnamurthy, N Selvaraj, P Gupta… - Clinical …, 2022 - Wiley Online Library
Medical education is changing at a fast pace. Students attend medical school with a high
degree of technological literacy and a desire for a diverse educational experience. As a …

Map** research in student engagement and educational technology in higher education: A systematic evidence map

M Bond, K Buntins, S Bedenlier… - International journal of …, 2020 - Springer
Digital technology has become a central aspect of higher education, inherently affecting all
aspects of the student experience. It has also been linked to an increase in behavioural …

[HTML][HTML] Virtual reality for safety training: A systematic literature review and meta-analysis

D Scorgie, Z Feng, D Paes, F Parisi, TW Yiu… - Safety science, 2024 - Elsevier
Unsafe behaviour in the workplace and disaster events can lead to serious harm and
damage. Safety training has been a widely studied topic over the past two decades. Its …

Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts

S Bai, KF Hew, B Huang - Educational research review, 2020 - Elsevier
Despite the buzz around gamification as an exciting new method to engage students,
evidence of its ability to enhance learning is mixed. In fact, gamification has attracted …

The effects of playing video games on stress, anxiety, depression, loneliness, and gaming disorder during the early stages of the COVID-19 pandemic: PRISMA …

F Pallavicini, A Pepe, F Mantovani - … , Behavior, and Social …, 2022 - liebertpub.com
During the initial phases of the COVID-19 pandemic, playing video games has been much
more than just a pastime. Studies suggested that video games for many individuals have …

Power to the teachers: an exploratory review on artificial intelligence in education

P Lameras, S Arnab - Information, 2021 - mdpi.com
This exploratory review attempted to gather evidence from the literature by shedding light on
the emerging phenomenon of conceptualising the impact of artificial intelligence in …

A review of immersive virtual reality serious games to enhance learning and training

D Checa, A Bustillo - Multimedia Tools and Applications, 2020 - Springer
The merger of game-based approaches and Virtual Reality (VR) environments that can
enhance learning and training methodologies have a very promising future, reinforced by …