Gamifying education: what is known, what is believed and what remains uncertain: a critical review

C Dichev, D Dicheva - International journal of educational technology in …, 2017 - Springer
Gamification of education is a develo** approach for increasing learners' motivation and
engagement by incorporating game design elements in educational environments. With the …

The shift to gamification in education: A review on dominant issues

K Ofosu-Ampong - Journal of Educational Technology …, 2020 - journals.sagepub.com
This article examines gamification literature on education since 2011. Using highlighted
themes from Kirriemuir and McFarlane's review on games and education as a starting point …

Reliability and inter-rater reliability in qualitative research: Norms and guidelines for CSCW and HCI practice

N McDonald, S Schoenebeck, A Forte - … of the ACM on human-computer …, 2019 - dl.acm.org
What does reliability mean for building a grounded theory? What about when writing an auto-
ethnography? When is it appropriate to use measures like inter-rater reliability (IRR) …

[PDF][PDF] Approach to Improve Reading Skill of Students with Dyslexia

A Hadhrami, MR Al-Amrat… - Information …, 2022 - digitalcommons.aaru.edu.jo
The purpose of this research is to define and explain the way of learning to read that is
effective in increasing the reading abilities of students with dyslexia. The qualitative research …

Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom

P Anunpattana, MNA Khalid, H Iida, W Inchamnan - Heliyon, 2021 - cell.com
Challenges in education have continuously been addressed by integrating gamification, but
a gap remains for game design principles that support user engagement. This paper …

When gamification spoils your learning: A qualitative case study of gamification misuse in a language-learning app

R Hadi Mogavi, B Guo, Y Zhang, EU Haq… - Proceedings of the …, 2022 - dl.acm.org
More and more learning apps like Duolingo are using some form of gamification (eg,
badges, points, and leaderboards) to enhance user learning. However, they are not always …