Gamification of e-learning in higher education: a systematic literature review
In recent years, university teaching methods have evolved and almost all higher education
institutions use e-learning platforms to deliver courses and learning activities. However …
institutions use e-learning platforms to deliver courses and learning activities. However …
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 …
Gamification: a systematic review of design frameworks
Learner's motivation difficulties are recognized as a problem in diverse educational
scenarios, reaching up to university degrees. Among other techniques that are often applied …
scenarios, reaching up to university degrees. Among other techniques that are often applied …
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 …
[HTML][HTML] Gamification for behavior change: A scientometric review
Gamification, which refers to the use of game design elements in non-game contexts,
provides similar experiences and motivations as games do; this makes gamification a useful …
provides similar experiences and motivations as games do; this makes gamification a useful …
An approach for planning and deploying gamification concepts with social networks within educational contexts
AM Toda, RMC do Carmo, AP da Silva… - International Journal of …, 2019 - Elsevier
Gamification planning has been a topic of discussion in the last years since it can be used to
increase performance, engagement, and motivation of end users. When properly applied in …
increase performance, engagement, and motivation of end users. When properly applied in …
[PDF][PDF] A conceptual framework for integrating gamification in elearning systems based on instructional design model
HA Yamani - International Journal of Emerging Technologies in …, 2021 - researchgate.net
Gamification technology can significantly improve learners' motivation, so designing
appropriate gamification can contribute to the acceptance of eLearning content by learners …
appropriate gamification can contribute to the acceptance of eLearning content by learners …
The bright and dark sides of gamification
Everything in life has a bright and a dark side; and gamification is not an exception. Although
there is an increasing number of publications discussing the benefits of gamification in …
there is an increasing number of publications discussing the benefits of gamification in …
[PDF][PDF] Gamification in E-Learning: Introducing Gamified Design Elements into E-Learning Systems.
Gamification is the usage of game mechanics, dynamics, aesthetics and game thinking in
non-game systems. Its main objective is to increase user's motivation, experience and …
non-game systems. Its main objective is to increase user's motivation, experience and …
The effects of the gamified flipped classroom environment (GFCE) on students' motivation, learning achievements and perception in a physics course
G Aşıksoy - Quality & Quantity, 2018 - Springer
Increasing students' motivation for classes and learning has been a critical research topic in
the flipped classroom approach. A gamified flipped classroom environment is proposed in …
the flipped classroom approach. A gamified flipped classroom environment is proposed in …