Tailored gamification in education: A literature review and future agenda
Gamification has been widely used to design better educational systems aiming to increase
students' concentration, motivation, engagement, flow experience, and others positive …
students' concentration, motivation, engagement, flow experience, and others positive …
Gamified learning in higher education: A systematic review of the literature
S Subhash, EA Cudney - Computers in human behavior, 2018 - Elsevier
The ubiquitous presence of technology in classrooms has inspired a shift from traditional
classroom lectures to integrated digital learning environments. These interactive learning …
classroom lectures to integrated digital learning environments. These interactive learning …
[HTML][HTML] Enhancing user engagement: The role of gamification in mobile apps
Organizations are increasingly making use of gamification to enhance users' engagement
with their mobile apps. However, more research into the mechanisms that facilitate user …
with their mobile apps. However, more research into the mechanisms that facilitate user …
Assessing the benefits of gamification in mathematics for student gameful experience and gaming motivation
D Alt - Computers & Education, 2023 - Elsevier
This study addresses the question of how to use game design elements to raise students'
motivation to engage in mathematics learning activities. Four conditions of mathematics …
motivation to engage in mathematics learning activities. Four conditions of mathematics …
The effect of educational games on learning outcomes, student motivation, engagement and satisfaction
Z Yu, M Gao, L Wang - Journal of Educational Computing …, 2021 - journals.sagepub.com
While educational games have been increasingly popular in education, insufficient studies
have comprehensively reviewed their effectiveness. To complement this missing link, this …
have comprehensively reviewed their effectiveness. To complement this missing link, this …
The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system
This study investigated the differences in learners' performance and perceived engagement
between three intervention groups in a Science class, using two types of pedagogical …
between three intervention groups in a Science class, using two types of pedagogical …
Factors affecting learners' adoption of an educational metaverse platform: An empirical study based on an extended UTAUT model
Z Teng, Y Cai, Y Gao, X Zhang… - Mobile Information Systems, 2022 - Wiley Online Library
This study examined the factors affecting learners' adoption of an educational metaverse
platform using an extended UTAUT (unified theory of acceptance and use of technology) …
platform using an extended UTAUT (unified theory of acceptance and use of technology) …
[HTML][HTML] Teachers' experiences of using game-based learning methods in project management higher education
E Jääskä, K Aaltonen - Project Leadership and Society, 2022 - Elsevier
The benefits and challenges of using game-based learning (GBL) methods in project
management higher education have not been widely investigated. This study employs …
management higher education have not been widely investigated. This study employs …
Gamification and online impulse buying: The moderating effect of gender and age
While gamification has emerged as one of the most promising futuristic trends in e-
commerce, how it impacts consumers' impulse buying behavior remains largely …
commerce, how it impacts consumers' impulse buying behavior remains largely …
[HTML][HTML] The effect of challenge-based gamification on learning: An experiment in the context of statistics education
Gamification is increasingly employed in learning environments as a way to increase
student motivation and consequent learning outcomes. However, while the research on the …
student motivation and consequent learning outcomes. However, while the research on the …