[HTML][HTML] Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based …

J Krath, L Schürmann, HFO Von Korflesch - Computers in human behavior, 2021 - Elsevier
Despite increasing scientific interest in explaining how gamification supports positive affect
and motivation, behavior change and learning, there is still a lack of an overview of the …

[HTML][HTML] MOOC 5.0: A Roadmap to the Future of Learning

I Ahmad, S Sharma, R Singh, A Gehlot, N Priyadarshi… - Sustainability, 2022 - mdpi.com
Industry 4.0 has created a whole new world for us to explore, and its effects can be seen in
every facet of our lives, especially in the workplace where it calls for technology-driven …

Enhancing student motivation and engagement through a gamified learning environment

CJ Hellín, F Calles-Esteban, A Valledor, J Gómez… - Sustainability, 2023 - mdpi.com
Gamification is a viable strategy used to enhance motivation and engagement in
programming classes among students. However, automated evaluation capabilities, which …

Serious games in future skills development: A systematic review of the design approaches

SC Gurbuz, M Celik - Computer Applications in Engineering …, 2022 - Wiley Online Library
Serious games offer a magnificent potential for develo** future skills along with the 21st‐
century learning ecosystem. A close nexus between the design and effectiveness of serious …

How gamification leads to continued usage of MOOCs? A theoretical perspective

R Rohan, D Pal, S Funilkul, W Chutimaskul… - Ieee …, 2021 - ieeexplore.ieee.org
The high dropout rate, lack of learners' motivation, and MOOC users' diversity are significant
issues in MOOCs. In this sense, gamification is used to investigate if it can help to increase …

Engagement and desertion in MOOCs: Systematic review

O Estrada Molina, DR Fuentes Cancell - Comunicar, 2022 - uvadoc.uva.es
Massive and open online courses (MOOCs) satisfy learning needs from the particularities of
their typologies (xMOOC, tMOOC, cMOOC, iMOOC, among others) even though their high …

A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression

N **gili, SS Oyelere, MBT Nyström… - Frontiers in digital …, 2023 - frontiersin.org
This systematic review aims to assess the effectiveness of virtual reality (VR) and
gamification interventions in addressing anxiety and depression. The review also seeks to …

Does gamification affect flow experience? A systematic literature review

W Oliveira, O Pastushenko, L Rodrigues… - arxiv preprint arxiv …, 2021 - arxiv.org
In recent years, studies in different areas have used gamification to improve users' flow
experience. However, due to the high variety of the conducted studies and the lack of …

[HTML][HTML] The critical factors of student performance in MOOCs for sustainable education: a case of Chinese universities

Q Yang, YC Lee - Sustainability, 2021 - mdpi.com
COVID-19 has drastically changed human life, both in the current era and, no doubt, in the
years to come. One of the hot topics during this period is whether and how COVID-19 will …

[HTML][HTML] Utilizing an SDL approach in designing a gamification-based MOOC to enhance autonomous learning

J Slamet, Y Basthomi, FM Ivone… - Journal of Information …, 2024 - informingscience.org
Aim/Purpose This research explores the design and development of a gamified Massive
Open Online Course (MOOC) aligned with the Self-Directed Learning (SDL) approach. The …