Gamification in physical education: A systematic review

V Arufe-Giráldez, A Sanmiguel-Rodríguez… - Education …, 2022 - mdpi.com
Background: In the last 10 years, gamification has entered the educational field
incrementally. The subject of Physical Education has been one of the scenarios where …

[PDF][PDF] A review of gamification impact on student behavioral and learning outcomes

M Nurtanto, N Kholifah, E Ahdhianto, A Samsudin… - iJIM, 2021 - academia.edu
Gamification has become a new trend in learning in the 21st century, by utilizing technology
with game elements to change behavior and support learning outcomes. However, few …

Acceptance of a flipped classroom to improve university students' learning: An empirical study on the TAM model and the unified theory of acceptance and use of …

IY Alyoussef - Heliyon, 2022 - cell.com
Higher education has given the flipped classroom a lot of attention as a result of its
pedagogical success. As a result of the adoption of social media, smartphones, and …

Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review.

FS Al-Hafdi, WS Alhalafawy - International Journal of …, 2024 - search.ebscohost.com
Gamification-based learning is a recent trend that has received increasing attention in the
last few years due to digital development. Gamification has emerged as a vital aspect of the …

Gamification and customer experience: the mediating role of brand engagement in online grocery retailing

M Jami Pour, K Rafiei, M Khani… - Nankai Business Review …, 2021 - emerald.com
Purpose In recent years, the concept of gamification is one of the fastest-growing trends in
the field of marketing to persuade, motivate and manipulate customer behavior. The …

The flipped classroom and the development of competences: A teaching innovation experience in higher education

V Sevillano-Monje, Á Martín-Gutiérrez… - Education …, 2022 - mdpi.com
Because of the changes in society, the educational scope must implement teaching–
learning methodologies that help students to develop the competences that will be …

Modern technologies and gamification in historical education

M Moseikina, S Toktamysov… - Simulation & …, 2022 - journals.sagepub.com
Background The study aims to consider the prospect possibilities of gamification in historical
education and its influence on the development of key professional competencies of workers …

Twitch as a techno-pedagogical resource to complement the flipped learning methodology in a time of academic uncertainty

S Pozo-Sánchez, J López-Belmonte… - Sustainability, 2021 - mdpi.com
Flipped learning methodology has the potential to be combined with a multitude of didactic
actions and techno-pedagogical resources that are adapted to the needs of the student …

Voice assistant application for avoiding sedentarism in elderly people based on IoT technologies

A Valera Román, D Pato Martínez, Á Lozano Murciego… - Electronics, 2021 - mdpi.com
The rise in the use of virtual assistants such as Siri, Google Assistant, or Alexa among
different sectors of society is facilitating access to information and services that were …

Implementation of a mixed strategy of gamification and flipped learning in undergraduate basic programming courses

G Huesca, G Campos, M Larre, C Pérez-Lezama - Education Sciences, 2023 - mdpi.com
The post-pandemic stage has accelerated the search for innovative ways that impact the
teaching–learning process. Flipped learning and gamification have been used as active …