Gamification in education: Why, where, when, and how?—A systematic review
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 …
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 …
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 …
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?
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 …
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 …
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 …
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
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 …
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
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 …
skills. However, research is inconclusive on how these skills could be assessed. Namely …
Exploring learners experience of gamified practicing: For learning or for fun?
Gamification in education primarily aims at increasing learners' motivation to engage in
given learning activities and thereby promote desired learning behaviors. Despite its …
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 …
The literature on gamified design theory and current research on its application as a …