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The gamification of learning: A meta-analysis
This meta-analysis was conducted to systematically synthesize research findings on effects
of gamification on cognitive, motivational, and behavioral learning outcomes. Results from …
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
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 …
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
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 …
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
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 …
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
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 …
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
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 …
instructional approach is appealing because it can free up class time for knowledge …
Gamification of in‐class activities in flipped classroom lectures
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 …
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
Instructional games are gaining acceptance in the classroom as the eLearning merits of
student engagement and immediate feedback are recognized. Within higher education, the …
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 …
Digital game-based language learning promotes motivation and enables learners to
immerse themselves in learning. However, some gaming elements (eg, competition and …
immerse themselves in learning. However, some gaming elements (eg, competition and …
The effects of competition in digital game-based learning (DGBL): a meta-analysis
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 …
various fields. Among the elements of DGBL, competition has been very controversial. This …