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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 …
The impact of gamification on students' learning, engagement and behavior based on their personality traits
R Smiderle, SJ Rigo, LB Marques… - Smart Learning …, 2020 - Springer
The gamification of education can enhance levels of students' engagement similar to what
games can do, to improve their particular skills and optimize their learning. On the other …
games can do, to improve their particular skills and optimize their learning. On the other …
The role of learners' characteristics in educational gamification systems: a systematic meta-review of the literature
Gamification has gained an increasing attention from researchers and practitioners in
various domains including education as it can increase learners' engagement and …
various domains including education as it can increase learners' engagement and …
Influence of teacher on student motivation: Opportunities to increase motivational factors during mobile learning
K Al-Said - Education and Information Technologies, 2023 - Springer
Amid the COVID-19 lockdown many countries have replaced traditional learning with remote
or mobile one. It was noted that students' motivation has become much less with the …
or mobile one. It was noted that students' motivation has become much less with the …
Using game concepts to improve Programming Learning: A multi‐level meta‐analysis
JM Costa - Computer Applications in Engineering Education, 2023 - Wiley Online Library
Gamification has been widely used in education due to its application to different contexts.
The vast number of possibilities allows the creation of learning strategies that lead to …
The vast number of possibilities allows the creation of learning strategies that lead to …
Investigating the effect of gamification elements on bank customers to personalize gamified systems
E Nasirzadeh, M Fathian - International Journal of Human-Computer …, 2020 - Elsevier
In recent years, several gamification studies show that using personalized solutions can
increase gamified systems' effectiveness according to users' differences. However, there is a …
increase gamified systems' effectiveness according to users' differences. However, there is a …
[PDF][PDF] Design of Academic Gamification Model Based on Myers-Briggs Type Indicator (MBTI) Through Pre-experimental Design
TP Rinjeni, NA Rakhmawati, R Nadlifatin - Journal of Information Technology …, 2024 - jite.org
ABSTRACT Aim/Purpose This study identifies gamification element preferences based on
Myers-Briggs Type Indicator (MBTI) characteristics. It measures the influence of preferences …
Myers-Briggs Type Indicator (MBTI) characteristics. It measures the influence of preferences …
Design and analysis of personalized serious games for information literacy: catering to introverted and extraverted individuals through game elements
P Thongthip, K Intawong, S Chernbumroong… - Humanities and Social …, 2024 - nature.com
Personalized learning has become increasingly prevalent in computer-based education.
Nevertheless, there remains a scarcity of studies addressing personalized serious games …
Nevertheless, there remains a scarcity of studies addressing personalized serious games …
The gamification of e-learning environments for learning programming
CG Villegas, NAL Aguero - JOIV: International Journal on Informatics …, 2023 - joiv.org
Gamification is the most active methodology utilized in the E-learning environment for
teaching-learning in computing; however, this does not restrict its use in other areas of …
teaching-learning in computing; however, this does not restrict its use in other areas of …
A systematic literature review on personalized adaptive gamification
TP Rinjeni, NA Rakhmawati… - … , Network, and Intelligent …, 2022 - ieeexplore.ieee.org
The development of adaptive and personalized gamification according to its users is the
focus of current research to maximize learning systems. The same games may have different …
focus of current research to maximize learning systems. The same games may have different …