How personalized and effective is immersive virtual reality in education? A systematic literature review for the last decade

A Marougkas, C Troussas, A Krouska… - Multimedia Tools and …, 2024 - Springer
During the last decade, there has been a substantial increase of interest in studies related to
Virtual Reality (VR) as a learning tool. This paper presents a systematic literature review of …

[HTML][HTML] Approaches and game elements used to tailor digital gamification for learning: A systematic literature review

Y Hong, N Saab, W Admiraal - Computers & Education, 2024 - Elsevier
The systematic review examined research on tailored digital gamification for learning based
on 43 peer-reviewed articles published between 2013 and 2022. The study aimed to …

Response of learning analytics to the online education challenges during pandemic: Opportunities and key examples in higher education

I Celik, E Gedrimiene, A Silvola… - Policy Futures in …, 2023 - journals.sagepub.com
Emerging technological advancements can play an essential role in overcoming challenges
caused by the COVID-19 pandemic. As a promising educational technology field, Learning …

Impact of practical skills on academic performance: A data-driven analysis

MM Rahman, Y Watanobe, RU Kiran, TC Thang… - IEEE …, 2021 - ieeexplore.ieee.org
Most academic courses in information and communication technology (ICT) or engineering
disciplines are designed to improve practical skills; however, practical skills and theoretical …

Assessing the effects of gamification on enhancing information security awareness knowledge

T Wu, KY Tien, WC Hsu, FH Wen - Applied Sciences, 2021 - mdpi.com
Information security awareness (ISA) has become a vital issue, as security breaches often
attributed to humans lead to losses for individuals and organizations. Information security …

Ideating and develo** a visualization dashboard to support teachers using educational games in the classroom

JA Ruipérez-Valiente, MJ Gomez, PA Martínez… - IEEE …, 2021 - ieeexplore.ieee.org
Technology has become an integral part of our everyday life, and its use in educational
environments keeps growing. Additionally, video games are one of the most popular …

A comparative analysis of different recommender systems for university major and career domain guidance

C Lahoud, S Moussa, C Obeid, HE Khoury… - Education and …, 2023 - Springer
Academic advising is inhibited at most of the high schools to help students identify
appropriate academic pathways. The choice of a career domain is significantly influenced by …

Gamification in MOOCs: A systematic literature review

RR Major, M Mira da Silva - Cogent Education, 2023 - Taylor & Francis
Gamification has the potential to enhance learner motivation and increase participation,
thereby improving MOOC's retention rates. However, challenges exist in finding the balance …

[PDF][PDF] Develo** gamified learning management systems to increase student engagement in online learning environments

S Subiyantoro, INS Degeng, D Kuswandi… - International Journal of …, 2024 - ijiet.org
Online learning has become a trend in today's digital age. Accessibility, flexibility, a wide
variety of learning resources, collaboration and communication, and the use of technology …

[HTML][HTML] FGPE+: The mobile FGPE environment and the Pareto-optimized gamified programming exercise selection model—An empirical evaluation

R Maskeliūnas, R Damaševičius, T Blažauskas… - Computers, 2023 - mdpi.com
This paper is poised to inform educators, policy makers and software developers about the
untapped potential of PWAs in creating engaging, effective, and personalized learning …