The impact of gamification on learning and instruction: A systematic review of empirical evidence

Z Zainuddin, SKW Chu, M Shujahat… - Educational research …, 2020 - Elsevier
The adoption of gamification in learning and instruction is perceived to have mass appeal
among the learners in stimulating motivation, learner engagement and social influence. This …

Negative effects of gamification in education software: Systematic map** and practitioner perceptions

C Almeida, M Kalinowski, A Uchôa, B Feijó - Information and Software …, 2023 - Elsevier
Context: While most research shows positive effects of gamification, the focus on its adverse
effects is considerably smaller and further understanding of these effects is needed …

Gamification towards and alongside equity, diversity and inclusion: Looking back to move forward

AC Tomé Klock, PT Palomino… - new media & …, 2024 - journals.sagepub.com
Given the urgent need for environments that enable everyone in fulfilling their fullest
potential, many new media innovations have focused on equity, diversity and inclusion (EDI) …

Design framework of adaptive intelligent tutoring systems

AK Erümit, İ Çetin - Education and Information Technologies, 2020 - Springer
The aim of this study is to examine adaptation elements and Intelligent Tutoring System (ITS)
elements used in Adaptive Intelligent Tutoring Systems (AITSs), using meta-synthesis …

Ethical Challenges for Learning Analytics.

R Ferguson - Journal of Learning Analytics, 2019 - ERIC
Ethical Challenges for Learning Analytics Page 1 ISSN 1929-7750 (online). The Journal of
Learning Analytics works under a Creative Commons License, Attribution - NonCommercial-NoDerivs …

How to provide competitors in educational gamification: The roles of competitor level and autonomous choice

Y Cao, SY Gong, YQ Wang, Q Zheng… - Computers in Human …, 2023 - Elsevier
Competition, a common gamification element, has been widely utilized in educational
gamification systems. However, the effects of competition on learning vary widely, and little …

Stereotype threat in virtual learning environments: Effects of avatar gender and sexist behavior on women's math learning outcomes

F Chang, M Luo, G Walton, L Aguilar… - … , Behavior, and Social …, 2019 - liebertpub.com
Women in math, science, and engineering (MSE) often face stereotype threat: they fear that
their performance in MSE will confirm an existing negative stereotype—that women are bad …

Game based assessments of cognitive ability in recruitment: Validity, fairness and test-taking experience

F Leutner, SC Codreanu, S Brink, T Bitsakis - Frontiers in Psychology, 2023 - frontiersin.org
Gamification and machine learning are emergent technologies in recruitment, promising to
improve the user experience and fairness of assessments. We test this by validating a game …

The relationship between users' behavior and their flow experience in gamified systems

W Oliveira, J Hamari, S Isotani - Proceedings of the ACM on Human …, 2023 - dl.acm.org
Modeling users' experience in gameful systems is one of the main contemporary challenges
in the field of human-computer interaction. One of the most desired and complex …

Girls' video gaming behaviour and undergraduate degree selection: A secondary data analysis approach

A Hosein - Computers in Human Behavior, 2019 - Elsevier
Girls' uptake of physical science, technology, engineering and mathematics (PSTEM)
degrees continues to be poor. Identifying and targeting interventions for girl groups that are …