Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda

A Behl, N Jayawardena, V Pereira, N Islam… - … Forecasting and Social …, 2022 - Elsevier
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 …

Gamification in e-learning and sustainability: A theoretical framework

RP Oliveira, CG Souza, AC Reis, WM Souza - Sustainability, 2021 - mdpi.com
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 …

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 …

How to gamify learning systems? An experience report using the design sprint method and a taxonomy for gamification elements in education

AM Toda, PT Palomino, W Oliveira, L Rodrigues… - Journal of Educational …, 2019 - JSTOR
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 …

Implementing gamification for blind and autistic people with tangible interfaces, extended reality, and universal design for learning: two case studies

LR Ramos Aguiar, FJ Álvarez Rodríguez… - Applied Sciences, 2023 - mdpi.com
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 …

Adaptive gamification framework to promote computational thinking in 8-13 year olds

MA Altaie, DNA Jawawi - Journal of e-learning and knowledge society, 2021 - je-lks.org
Gamification has been extensively used in educational environments and instructional
practices to enhance students' engagement and motivation through the employment of …

[PDF][PDF] An ontology for modelling user'profiles and activities in gamified education

PT Palomino, AM Toda, LAL Rodrigues… - … and Practice in …, 2023 - repositorio.usp.br
Gamification studies in the educational domain usually focus on motivating students to
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

V Handayani, FL Budiono, D Rosyada… - … on Cyber and IT …, 2020 - ieeexplore.ieee.org
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 …

Gamified online course design: a sco** review of the research

C Snelson, YH Ching, YC Hsu, R Perkins… - Distance …, 2024 - Taylor & Francis
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 …

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 …