Implementation of the Gamification Concept in the Development of a Learning Management System to Improve Students' Cognitive In Basic Programming Subjects …

LS Riza, E Piantari, E Junaeti… - ADI Journal on Recent …, 2023 - adi-journal.org
Rapidly develo** technology has produced many inventions that can help facilitate
human life in various fields one of which is the field of education which can help teachers …

The integration of digital games in elementary schools: The principals' point of view

S Hodedatov, O Avidov-Ungar, M Hayak - Education and Information …, 2024 - Springer
The goal of the current study was to examine the perceptions of elementary school
principals regarding the value of integrating digital games in teaching and learning and the …

The impact of gamification on academic performance: the case of digital marketing in Lebanon

K Shatila, C Martínez-Climent, S Enri-Peiró… - European Journal of …, 2024 - emerald.com
Purpose The primary objective of this study is to understand how gamification elements,
perceived teacher support and boredom relate to academic performance and how these …

Efectos de la gamificación en la motivación y el aprendizaje

MCH Quispe, CSV Vilca - … de Investigación en Ciencias de la …, 2023 - revistahorizontes.org
Los efectos de la implementación de las actividades con gamificación brindan experiencias
y estrategias adecuadas para optimizar la motivación y el aprendizaje de los estudiantes de …

[PDF][PDF] Digital Game Based Learning Tools: An Analytic Hierarchy Process (AHP) in Macroeconomics at a Tertiary Education Level Noormahayu Mohd Nasir …

NM Nasir - International Journal of Business and Social Science, 2023 - researchgate.net
Learning economics can be challenging for most tertiary education students. The main
issues in learning economics are a low visualization skills and difficulty memorizing, leading …

Development of the Engagement Playability and User eXperience (EPUX) Metric for 2D-Screen and VR Serious Games: A Case-Study Validation of Hellblade …

K Martinez, D Checa, A Bustillo - Electronics, 2024 - mdpi.com
Research into the design of serious games still lacks metrics to evaluate engagement with
the experience so that users can achieve the learning aims. This study presents the new …

An Eye-Tracking Study of GBL Motivators and Learner Behavior

M Koutroumani, S Balaskas… - Proceedings of the …, 2023 - books.google.com
Despite the significant positive characteristics game-based learning offers to pupil learning
and assessment, preserving pupils' interest and kee** them engaged in an educational …

فاعلية منصة قائمة على التلعيب في تنمية مهارات القراء والكتابة بمقرر اللغة الإنجليزية لطالبات المرحلة المتوسطة

أ. شروق عثمان جاري العمري… - Journal of Educational …, 2024‎ - jeahs.com
ُعد المنصات التعليمية بيئة خصبة للتعلم القائمة على الأنشطة التفاعلية. في الآونة الأخيرة ظهرت
عناصر التلعيب التي يمكنها أن تغير من نمط الأنشطة التعليمية بحيث تجعلها أكثر دافعية …

CHUX Toolkit: A Method to Evaluate Long Term User Experience with Children

GR Sim - 2022 - clok.uclan.ac.uk
This paper reports on a study to understand the effectiveness of using the CHUX Toolkit to
evaluate long term user experience with children. A study was conducted over 5 weeks to …

Improving Grade 5 Learners' Reading Comprehension Skills through TechPlay Fusion Strategy

NM Ligpitan, M Pasilan, AM Tolentino… - … Asian Journal of …, 2024 - sajaas.basc.edu.ph
Abstract The Grade 5 Philippine Informal Reading Inventory Assessment conducted in 2023
revealed that out of a population of 204 learners, 61 were categorized as experiencing …