Augmented reality and gamification in education: A systematic literature review of research, applications, and empirical studies
This study scrutinizes the existing literature regarding the use of augmented reality and
gamification in education to establish its theoretical basis. A systematic literature review …
gamification in education to establish its theoretical basis. A systematic literature review …
Gamification applications in E-learning: A literature review
In recent years, there has been a lot of attention given to the trend of including game
elements into non-gaming facilities. The usage of gamification in education is a massive …
elements into non-gaming facilities. The usage of gamification in education is a massive …
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 …
educators increasingly turn to gamification to optimize students' learning outcomes …
The effect of gamification on motivation and engagement
RS Alsawaier - The International Journal of Information and Learning …, 2018 - emerald.com
Purpose Gamification is the application of game features, mainly video game elements, into
non-game context for the purpose of promoting motivation and engagement in learning. The …
non-game context for the purpose of promoting motivation and engagement in learning. The …
Virtual reality marketing and customer advocacy: Transforming experiences from story-telling to story-doing
Marketing managers strive to build branded experiences that both excite and engage their
customers in novel ways in order to enhance attitudes and encourage positive behaviors …
customers in novel ways in order to enhance attitudes and encourage positive behaviors …
Gamification during Covid-19: Promoting active learning and motivation in higher education
Virtual teaching modalities urgently implemented during the Covid-19 pandemic require
strategies to motivate students to participate actively in higher education. Our study found …
strategies to motivate students to participate actively in higher education. Our study found …
Designing engaging games for education: A systematic literature review on game motivators and design principles
Effective educational interventions require sufficient learner engagement, which can be
difficult to achieve if the learner is inadequately motivated. Games have been shown to …
difficult to achieve if the learner is inadequately motivated. Games have been shown to …
Uncovering the dark side of gamification at work: Impacts on engagement and well-being
Rethinking the workplace experience as a means for enhancing the well-being of frontline
employees (FLEs) represents a key priority for services. The well-being of frontline …
employees (FLEs) represents a key priority for services. The well-being of frontline …
Gamification and serious games: A literature meta-analysis and integrative model
In recent years we have witnessed a growing number of companies and institutions
embedding game mechanics and game design techniques in all types of information …
embedding game mechanics and game design techniques in all types of information …
Introduction matters: Manipulating trust in automation and reliance in automated driving
Trust in automation is a key determinant for the adoption of automated systems and their
appropriate use. Therefore, it constitutes an essential research area for the introduction of …
appropriate use. Therefore, it constitutes an essential research area for the introduction of …