Gamified project-based learning: A systematic review of the research landscape

W Huang, X Li, J Shang - Sustainability, 2023‏ - mdpi.com
The information era puts higher requirements on current students' learning methods to
develop 21st-century skills. Project-based learning (PBL) and gamified learning have been …

Gamification and active learning in higher education: is it possible to match digital society, academia and students' interests?

LR Murillo-Zamorano, JÁ López Sánchez… - International Journal of …, 2021‏ - Springer
This study aims to examine whether it is possible to match digital society, academia and
students interests in higher education by testing to what extent the introduction of …

Web-based serious games and accessibility: a systematic literature review

L Salvador-Ullauri, P Acosta-Vargas, S Luján-Mora - Applied Sciences, 2020‏ - mdpi.com
Nowadays, serious games, called training or learning games, have been incorporated into
teaching and learning processes. Due to the increase of their use, the need to guarantee …

[HTML][HTML] The role of game-based learning in experiential education: tool validation, motivation assessment, and outcomes evaluation among a sample of pharmacy …

M Dabbous, A Kawtharani, I Fahs, Z Hallal… - Education …, 2022‏ - mdpi.com
(1) Background: There is a scarcity of data regarding game-based learning (GBL) in
experiential pharmacy education; in addition, the impact of educational games on the …

Performance in Kahoot! activities as predictive of exam performance

MC Garza, S Olivan, E Monleón, AI Cisneros… - BMC Medical …, 2023‏ - Springer
Background Game-based learning (GBL) is effective for increasing participation, creativity,
and student motivation. However, the discriminative value of GBL for knowledge acquisition …

La herramienta Kahoot! como propuesta innovadora de gamificación educativa en Educación Superior

VM López, MÁC Mon, EF Gutiérrez… - Digital Education …, 2022‏ - dialnet.unirioja.es
En los últimos años se ha introducido la gamificación en las aulas, entendida como el uso
de técnicas, elementos y dinámicas propias de los juegos en entornos ajenos al juego. En …

Enhancing education in elementary schools through gamified learning: Exploring the impact of Kahoot! on the learning process

B Rayan, A Watted - Education Sciences, 2024‏ - mdpi.com
The integration of technology in educational settings has gained popularity, aiming to
enhance student engagement and motivation. Kahoot! digital tool activities have emerged …

[HTML][HTML] Effectiveness of GBL in the engagement, motivation, and satisfaction of 6th grade pupils: A Kahoot! approach

S Balaskas, C Zotos, M Koutroumani, M Rigou - Education Sciences, 2023‏ - mdpi.com
In the modern day, educational demands necessitate student-centered instructional
approaches at all levels of educational institutions. Through the integration of digital …

Flipped Classroom--Digital Game-Based Learning (FC-DGBL): Enhancing Genetics Conceptual Understanding of Students in Bilingual Programme.

RH Ristanto, E Kristiani, E Lisanti - Journal of Turkish Science Education, 2022‏ - ERIC
The learning process with modern technology is an absolute requirement in the digital age.
As a science subject with unique characteristics, biology also requires a unique and …

Application of game-based online learning platform: Kahoot a formative evaluation tool to assess learning

MJ Cadet - Teaching and Learning in Nursing, 2023‏ - Elsevier
Aim This educational innovation learning activity aims to describe the application of a game-
based learning platform such as Kahoot, a formative evaluation tool to assess students' …