Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda
Over the last few years, gamification has sparked significant interest in both industry and
academia. However, the focus of the debate has been mostly on game studies and human …
academia. However, the focus of the debate has been mostly on game studies and human …
Gamification in e-learning and sustainability: A theoretical framework
Progress in communication technologies and social isolation caused by the COVID-19
pandemic have supported the acceptance of e-learning. In the e-learning context …
pandemic have supported the acceptance of e-learning. In the e-learning context …
Gamification of virtual reality assembly training: Effects of a combined point and level system on motivation and training results
J Ulmer, S Braun, CT Cheng, S Dowey… - International Journal of …, 2022 - Elsevier
Virtual Reality (VR) offers novel possibilities for remote training regardless of the availability
of the actual equipment, the presence of specialists, and the training locations. Research …
of the actual equipment, the presence of specialists, and the training locations. Research …
How to gamify learning systems? An experience report using the design sprint method and a taxonomy for gamification elements in education
One of the main goals of gamification in educational settings is to increase student
motivation and engagement. To facilitate the design of gamified educational systems, in …
motivation and engagement. To facilitate the design of gamified educational systems, in …
Implementing gamification for blind and autistic people with tangible interfaces, extended reality, and universal design for learning: two case studies
Featured Application Two case studies are presented in which gamification is implemented
with tangible user interfaces, extended reality and universal design for the learning of blind …
with tangible user interfaces, extended reality and universal design for the learning of blind …
Adaptive gamification framework to promote computational thinking in 8-13 year olds
Gamification has been extensively used in educational environments and instructional
practices to enhance students' engagement and motivation through the employment of …
practices to enhance students' engagement and motivation through the employment of …
[PDF][PDF] An ontology for modelling user'profiles and activities in gamified education
Gamification studies in the educational domain usually focus on motivating students to
increase their learning performance by enhancing their motivation. Classifications of …
increase their learning performance by enhancing their motivation. Classifications of …
Gamified learning platform analysis for designing a gamification-based ui/ux of e-learning applications: A systematic literature review
Now a days, the existence of e-learning in the educational system can provide convenience
to both teachers and students. Gamification is considered to help students increase …
to both teachers and students. Gamification is considered to help students increase …
Gamified online course design: a sco** review of the research
The purpose of this sco** review is to synthesize knowledge of gamified online course
design processes and practices extracted from the peer-reviewed research literature. The …
design processes and practices extracted from the peer-reviewed research literature. The …
Game Edukasi Robot Petualang Nusantara: Meningkatkan Literasi Budaya
IGWP Murti, DAP Handayani - Jurnal Ilmiah Pendidikan …, 2022 - ejournal.undiksha.ac.id
Rendahnya literasi budaya yang terjadi di Indonesia dibuktikan dengan banyaknya kasus
diskriminasi dan sara yang terjadi di masyarakat. Beberapa alasan penyebab literasi …
diskriminasi dan sara yang terjadi di masyarakat. Beberapa alasan penyebab literasi …