Gamification in mobile-assisted language learning: A systematic review of Duolingo literature from public release of 2012 to early 2020
More than 300 million people use the gamified mobile-assisted language learning (MALL)
application (app) Duolingo. The challenging tasks, reward incentives, systematic levels, and …
application (app) Duolingo. The challenging tasks, reward incentives, systematic levels, and …
Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts
Despite the buzz around gamification as an exciting new method to engage students,
evidence of its ability to enhance learning is mixed. In fact, gamification has attracted …
evidence of its ability to enhance learning is mixed. In fact, gamification has attracted …
The effect of gamification on motivation and engagement
RS Alsawaier - The International Journal of Information and Learning …, 2018 - emerald.com
Purpose Gamification is the application of game features, mainly video game elements, into
non-game context for the purpose of promoting motivation and engagement in learning. The …
non-game context for the purpose of promoting motivation and engagement in learning. The …
Gamification: a systematic review of design frameworks
Learner's motivation difficulties are recognized as a problem in diverse educational
scenarios, reaching up to university degrees. Among other techniques that are often applied …
scenarios, reaching up to university degrees. Among other techniques that are often applied …
Gamification and education: A literature review
The term “gamification” is generally used to denote the application of game mechanisms in
non‐gaming environments with the aim of enhancing the processes enacted and the …
non‐gaming environments with the aim of enhancing the processes enacted and the …
Gamification and learning: a review of issues and research
This paper will review the literature on gamification and aim to apply principles of analysis
for synthesize existing research, identify issues of controversy, uncover areas that future …
for synthesize existing research, identify issues of controversy, uncover areas that future …
The Effect of Gamified STEM Practices on Students' Intrinsic Motivation, Critical Thinking Disposition Levels, and Perception of Problem-Solving Skills.
Sİ Asigigan, Y Samur - International Journal of Education in Mathematics …, 2021 - ERIC
The aim of this research is to examine the effect of gamified STEM activities on 3rd and 4th
grade students' intrinsic motivation, perception of problem-solving skills, and critical thinking …
grade students' intrinsic motivation, perception of problem-solving skills, and critical thinking …
Shallow gamification: Testing psychological effects of framing an activity as a game
A Lieberoth - Games and Culture, 2015 - journals.sagepub.com
This article experimentally dissociates the psychological impact of framing versus game
mechanics, when presenting a serious activity as a game. Studies of game elements in …
mechanics, when presenting a serious activity as a game. Studies of game elements in …
Towards the gamification of learning: Investigating student perceptions of game elements
C Cheong, J Filippou, F Cheong - Journal of Information Systems Education, 2014 - jise.org
Games offer people engaging and motivating experiences. The process of recreating this
type of experience in systems that are not typically considered games is called …
type of experience in systems that are not typically considered games is called …
[HTML][HTML] Gamification for behavior change: A scientometric review
Gamification, which refers to the use of game design elements in non-game contexts,
provides similar experiences and motivations as games do; this makes gamification a useful …
provides similar experiences and motivations as games do; this makes gamification a useful …