Virtual reality and gamification in education: a systematic review

G Lampropoulos, Kinshuk - Educational technology research and …, 2024 - Springer
This study aims to analyze the use of virtual reality and gamification in education by
examining the existing literature. In addition to virtual reality, this study focuses on gamified …

[HTML][HTML] Augmented reality and gamification in education: A systematic literature review of research, applications, and empirical studies

G Lampropoulos, E Keramopoulos, K Diamantaras… - Applied sciences, 2022 - mdpi.com
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 …

Insegnamento come scienza della progettazione

D Laurillard - Costruire modelli pedagogici per apprendere con le …, 2014 - francoangeli.it
Se il focus del testo è esplorare l'insegnamento come una scienza della progettazione e il
ruolo che può avere la comunità dei docenti per migliorare i processi di …

A review of immersive virtual reality serious games to enhance learning and training

D Checa, A Bustillo - Multimedia Tools and Applications, 2020 - Springer
The merger of game-based approaches and Virtual Reality (VR) environments that can
enhance learning and training methodologies have a very promising future, reinforced by …

Can gamification help to improve education? Findings from a longitudinal study

LM Putz, F Hofbauer, H Treiblmaier - Computers in Human Behavior, 2020 - Elsevier
A goal of any educational measure is to improve students' capability to retain teaching
content. In this paper, we investigate the potential of gamification to foster knowledge …

E-learning, M-learning and D-learning: Conceptual definition and comparative analysis

S Kumar Basak, M Wotto… - E-learning and Digital …, 2018 - journals.sagepub.com
In the 21st century, the information and communication technology explosion increases the
uses of digital devices for many purposes in the world of work and in formal and non-formal …

Students' perception of Kahoot!'s influence on teaching and learning

SA Licorish, HE Owen, B Daniel, JL George - Research and Practice in …, 2018 - Springer
Technology is being increasingly integrated into teaching environments in view of
enhancing students' engagement and motivation. In particular, game-based student …

[PDF][PDF] Digital game-based learning and serious games in education

T Anastasiadis, G Lampropoulos… - International Journal of …, 2018 - researchgate.net
Nowadays, students are significantly influenced by the digital era and are constantly
handling digital information. As a result, they form their personalities in the light of flexible …

A game-based learning system based on octalysis gamification framework to promote employees' Japanese learning

CM Chen, L Ming-Chaun, CP Kuo - Computers & Education, 2023 - Elsevier
Using digital learning to assist in-service employees in promoting language skills has
become an efficient way that can save training costs and profits. However, the employees' …

[PDF][PDF] Gamification

J Hamari, N **, Z Legaki… - … Conference on System …, 2023 - researchportal.tuni.fi
Gamification has become a prominent vein of research globally as well as in HICSS itself
after the publication of a popular review by Juho Hamari, Jonna Koivisto and Harri Sarsa in …