[HTML][HTML] Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based …

J Krath, L Schürmann, HFO Von Korflesch - Computers in Human Behavior, 2021 - Elsevier
Despite increasing scientific interest in explaining how gamification supports positive affect
and motivation, behavior change and learning, there is still a lack of an overview of the …

Tailored gamification in education: A literature review and future agenda

W Oliveira, J Hamari, L Shi, AM Toda… - Education and …, 2023 - Springer
Gamification has been widely used to design better educational systems aiming to increase
students' concentration, motivation, engagement, flow experience, and others positive …

Gamification applications in E-learning: A literature review

AN Saleem, NM Noori, F Ozdamli - Technology, Knowledge and Learning, 2022 - Springer
In recent years, there has been a lot of attention given to the trend of including game
elements into non-gaming facilities. The usage of gamification in education is a massive …

Augmented reality and gamification in education: A systematic literature review of research, applications, and empirical studies

G Lampropoulos, E Keramopoulos, K Diamantaras… - applied sciences, 2022 - mdpi.com
This study scrutinizes the existing literature regarding the use of augmented reality and
gamification in education to establish its theoretical basis. A systematic literature review …

Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction

N **, J Hamari - International Journal of Information Management, 2019 - Elsevier
Gamification is increasingly used as an essential part of today's services, software and
systems to engage and motivate users, as well as to spark further behaviors. A core …

[HTML][HTML] The effect of challenge-based gamification on learning: An experiment in the context of statistics education

NZ Legaki, N **, J Hamari, K Karpouzis… - International journal of …, 2020 - Elsevier
Gamification is increasingly employed in learning environments as a way to increase
student motivation and consequent learning outcomes. However, while the research on the …

Technology Enhanced Learning in higher education; motivations, engagement and academic achievement

TJ Dunn, M Kennedy - Computers & Education, 2019 - Elsevier
Abstract Technology Enhanced Learning (TEL) has become a common feature of Higher
Education. However, research has been hindered by a lack of differentiation between usage …

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 …

Can gamification help to improve education? Findings from a longitudinal study

LM Putz, F Hofbauer, H Treiblmaier - Computers in Human Behavior, 2020 - Elsevier
A goal of any educational measure is to improve students' capability to retain teaching
content. In this paper, we investigate the potential of gamification to foster knowledge …

[BOOK][B] Understanding video games: The essential introduction

S Egenfeldt-Nielsen, JH Smith, SP Tosca - 2019 - taylorfrancis.com
From Pong to virtual reality, Understanding Video Games, 4th Edition, takes video game
studies into the next decade of the twenty-first century, highlighting changes in the area …