Gamification and game based learning for vocational education and training: A systematic literature review

F Dahalan, N Alias, MSN Shaharom - Education and Information …, 2024 - Springer
Games have been used as a learning tool for centuries. Gamification and game-based
learning are becoming more prominent in educational settings for several reasons. When it …

A systematic map** on gamification applied to education

S de Sousa Borges, VHS Durelli, HM Reis… - Proceedings of the 29th …, 2014 - dl.acm.org
Gamification is a term that refers to the use of game elements in non-game contexts with the
goal of engaging people in a variety of tasks. There is a growing interest in gamification as …

Develo** a theory of gamified learning: Linking serious games and gamification of learning

RN Landers - Simulation & gaming, 2014 - journals.sagepub.com
Background and Aim Gamification has been defined as the use of characteristics commonly
associated with video games in non-game contexts. In this article, I reframe this definition in …

[BOOK][B] Video games as culture: Considering the role and importance of video games in contemporary society

D Muriel, G Crawford - 2018 - taylorfrancis.com
Video games are becoming culturally dominant. But what does their popularity say about our
contemporary society? This book explores video game culture, but in doing so, utilizes video …

An empirical test of the theory of gamified learning: The effect of leaderboards on time-on-task and academic performance

RN Landers, AK Landers - Simulation & Gaming, 2014 - journals.sagepub.com
Background The theory of gamified learning provides a theoretical framework to test the
impact of gamification efforts upon learner behaviors and attitudes, as well as the effect of …

Need-supporting gamification in education: An assessment of motivational effects over time

R Van Roy, B Zaman - Computers & Education, 2018 - Elsevier
Although many studies have focused on the potential of implementing gamification in
education, the existing literature remains inconclusive about its effectiveness. In order to …

Evaluation of a gamification and flipped-classroom program used in teacher training: Perception of learning and outcome

CJ Gómez-Carrasco, J Monteagudo-Fernández… - PloS one, 2020 - journals.plos.org
Recent years have witnessed the arrival of new methodological horizons in teacher training.
Technological resources and mobile connections play a major role in these studies. At the …

[HTML][HTML] Gamification in management education: A systematic literature review

RJR Silva, RG Rodrigues, CTP Leal - BAR-Brazilian Administration …, 2019 - SciELO Brasil
Quality of teaching is increasingly important for the success of educational institutions. In this
context, gamification is a tool often used to improve the teaching-learning process by …

Augmented reality, serious games and picture exchange communication system for people with ASD: systematic literature review and future directions

H Almurashi, R Bouaziz, W Alharthi, M Al-Sarem… - Sensors, 2022 - mdpi.com
For people with Autism Spectrum Disorder (ASD), using technological tools, such as
augmented reality (AR) and serious games remain a new and unexplored option. To attract …

Gamification of ChemDraw during the COVID-19 pandemic: investigating how a serious, educational-game tournament (molecule madness) impacts student wellness …

MT Fontana - Journal of Chemical Education, 2020 - ACS Publications
Social distancing during the COVID-19 pandemic presents mental health and academic
obstacles for students. As mental health can strongly influence academic performance …