Gamification of e-learning in higher education: a systematic literature review

A Khaldi, R Bouzidi, F Nader - Smart Learning Environments, 2023 - Springer
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 …

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 …

Gamification: a systematic review of design frameworks

A Mora, D Riera, C González… - Journal of Computing in …, 2017 - Springer
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 …

Gamification in education: Why, where, when, and how?—A systematic review

N Zeybek, E Saygı - Games and Culture, 2024 - journals.sagepub.com
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 …

[HTML][HTML] Gamification for behavior change: A scientometric review

S Bassanelli, N Vasta, A Bucchiarone, A Marconi - Acta Psychologica, 2022 - Elsevier
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 …

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 …

[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 …

The bright and dark sides of gamification

FRH Andrade, R Mizoguchi, S Isotani - … , ITS 2016, Zagreb, Croatia, June 7 …, 2016 - Springer
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 …

[PDF][PDF] Gamification in E-Learning: Introducing Gamified Design Elements into E-Learning Systems.

D Strmecki, A Bernik, D Radosevic - J. Comput. Sci., 2015 - academia.edu
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 …

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 …