Gamification in education: Why, where, when, and how?—A systematic review

N Zeybek, E Saygı - Games and Culture, 2024 - journals.sagepub.com
Defined as the utilization of game elements in nongame environments, gamification has
been frequently used in education in recent years. The aim of the present study is to …

Serious games, gamification, and serious mental illness: a sco** review

M Fitzgerald, G Ratcliffe - Psychiatric Services, 2020 - Am Psychiatric Assoc
Objective: The use of serious games and gamification to promote learning has a long
history. More recently, serious games and gamification have been used in clinical settings to …

Towards a motivational design? Connecting gamification user types and online learning activities

K Bovermann, TJ Bastiaens - Research and Practice in Technology …, 2020 - Springer
Motivation is a crucial factor for students' learning behavior and plays a key role in the
concept of gamification to foster students' motivation through specific gamification …

Gamification and active learning in higher education: is it possible to match digital society, academia and students' interests?

LR Murillo-Zamorano, JÁ López Sánchez… - International Journal of …, 2021 - Springer
This study aims to examine whether it is possible to match digital society, academia and
students interests in higher education by testing to what extent the introduction of …

[HTML][HTML] From badges to boss challenges: Gamification through need-supporting scaffolded design to instruct and motivate elementary learners

MM Grabner-Hagen, T Kingsley - Computers and Education Open, 2023 - Elsevier
Researchers and instructors are turning to gamification and self-determination theory for
need-supporting, student motivation for learning. Using a mixed methods approach over two …

Exploring students' use of a mobile application to support their self-regulated learning processes

M Baars, S Khare, L Ridderstap - Frontiers in Psychology, 2022 - frontiersin.org
Being able to self-regulate one's learning is essential for academic success but is also very
difficult for students. Especially first year students can be overwhelmed with the high study …

[HTML][HTML] Artificial Intelligence–Driven Serious Games in Health Care: Sco** Review

A Abd-Alrazaq, I Abuelezz, A Hassan… - JMIR serious …, 2022 - games.jmir.org
Background: Artificial intelligence (AI)–driven serious games have been used in health care
to offer a customizable and immersive experience. Summarizing the features of the current …

An exploratory case study of the use of a digital self-assessment tool of 21st-century skills in makerspace contexts

O Miliou, M Adamou, A Mavri, A Ioannou - … technology research and …, 2024 - Springer
Maker education provides the perfect context for young learners to develop 21st-century
skills. However, research is inconclusive on how these skills could be assessed. Namely …

Exploring learners experience of gamified practicing: For learning or for fun?

D Dicheva, K Irwin, C Dichev - International …, 2019 - journal.seriousgamessociety.org
Gamification in education primarily aims at increasing learners' motivation to engage in
given learning activities and thereby promote desired learning behaviors. Despite its …

Gamification Pedagogy: A Motivational Approach to Student-Centric Course Design in Higher Education.

F Gironella - Journal of University Teaching and Learning Practice, 2023 - ERIC
This article explores the praxis of gamification pedagogy and post-secondary course design.
The literature on gamified design theory and current research on its application as a …