The gamification of learning: A meta-analysis

M Sailer, L Homner - Educational psychology review, 2020‏ - Springer
This meta-analysis was conducted to systematically synthesize research findings on effects
of gamification on cognitive, motivational, and behavioral learning outcomes. Results from …

[HTML][HTML] Two decades of game concepts in digital learning environments–A bibliometric study and research agenda

S Schöbel, M Saqr, A Janson - Computers & Education, 2021‏ - Elsevier
In recent years, using game concepts for educational purposes in digital environments has
become continually more popular and relevant. Games can be used to motivate and engage …

[HTML][HTML] Vision, challenges, roles and research issues of Artificial Intelligence in Education

GJ Hwang, H **e, BW Wah, D Gašević - Computers and Education …, 2020‏ - Elsevier
The rapid advancement of computing technologies has facilitated the implementation of
AIED (Artificial Intelligence in Education) applications. AIED refers to the use of AI (Artificial …

[PDF][PDF] Digital game-based learning and serious games in education

T Anastasiadis, G Lampropoulos… - International Journal of …, 2018‏ - researchgate.net
Nowadays, students are significantly influenced by the digital era and are constantly
handling digital information. As a result, they form their personalities in the light of flexible …

[HTML][HTML] How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction

M Sailer, JU Hense, SK Mayr, H Mandl - Computers in human behavior, 2017‏ - Elsevier
The main aim of gamification, ie the implementation of game design elements in real-world
contexts for non-gaming purposes, is to foster human motivation and performance in regard …

Investigating the effects of gamification-enhanced flipped learning on undergraduate students' behavioral and cognitive engagement

B Huang, KF Hew, CK Lo - Interactive learning environments, 2019‏ - Taylor & Francis
In recent years, flipped learning has attracted much attention around the world. This
instructional approach is appealing because it can free up class time for knowledge …

Gamification of in‐class activities in flipped classroom lectures

M Sailer, M Sailer - British Journal of Educational Technology, 2021‏ - Wiley Online Library
For higher education, the question of how in‐class activities can be supported in large
lectures is of great relevance. This paper suggests a gamified flipped classroom approach to …

Using Kahoot! in the classroom to create engagement and active learning: A game-based technology solution for eLearning novices

CM Plump, J LaRosa - Management Teaching Review, 2017‏ - journals.sagepub.com
Instructional games are gaining acceptance in the classroom as the eLearning merits of
student engagement and immediate feedback are recognized. Within higher education, the …

Balancing cognitive complexity and gaming level: Effects of a cognitive complexity-based competition game on EFL students' English vocabulary learning …

QF Yang, SC Chang, GJ Hwang, D Zou - Computers & Education, 2020‏ - Elsevier
Digital game-based language learning promotes motivation and enables learners to
immerse themselves in learning. However, some gaming elements (eg, competition and …

The effects of competition in digital game-based learning (DGBL): a meta-analysis

CH Chen, CC Shih, V Law - Educational Technology Research and …, 2020‏ - Springer
Digital game-based learning (DGBL) is known to be widely used for improving learning in
various fields. Among the elements of DGBL, competition has been very controversial. This …