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The impact of gamification on learning and instruction: A systematic review of empirical evidence

Educational Research and Reviews, 2020
The adoption of gamification in learning and instruction is perceived to have mass appeal among the learners in stimulating motivation, learner engagement and social influence.
Zamzami Zainuddin   +3 more
semanticscholar   +1 more source

Exploring the impact of gamification on students' academic performance: A comprehensive meta-analysis of studies from the year 2008 to 2023

British Journal of Educational Technology
Gamification, characterized by the integration of game design elements into non‐game environments, has gained popularity in classrooms due to its potential for increased engagement and enjoyment compared to traditional lecture‐based teaching methods ...
Jiyuan Zeng, Daner Sun, C. Looi, A. Fan
semanticscholar   +1 more source

Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts

Educational Research and Reviews, 2020
Despite the buzz around gamification as an exciting new method to engage students, evidence of its ability to enhance learning is mixed. In fact, gamification has attracted considerable controversy (“gamification is bullshit”) and some derogatory labels ...
Shurui Bai, K. Hew, Biyun Huang
semanticscholar   +1 more source

Gamification ecosystems

Proceedings of the 3rd International Conference on Technological Ecosystems for Enhancing Multiculturality, 2015
In this paper, we provide basic motivation for establishing Gamification ecosystems track. Second part of the paper presents general overview of each of the participating paper in Gamification ecosystems track of TEEM 2015 conference.
Miroslav Minovic   +2 more
openaire   +2 more sources

Gamification

Interactions, 2012
Social Mediator is a forum exploring the ways that HCI research and principles interact---or might interact---with practices in the social media world. Joe McCarthy, Editor
openaire   +1 more source

Gamification and Scrabble

2016
This paper explores Scrabble, scoring boardgames from the perspective of gamification. We propose the swing model, a new measurement based on game refinement theory for an assessment. The result indicates that Scrabble displays a stronger aspect of an entertaining game, compared to that of an educational game.
Suwanviwatana Kananat   +2 more
openaire   +1 more source

Gamification and Accessibility

2015
There are many software requirements for the development of accessible applications, in particular for elderly people or people with disabilities. In particular, user interfaces have to be sufficiently abstract to cover required adaptations. In this paper, we introduce a gamification approach for teaching, connecting and engaging developers on ...
Andreas Stiegler, Gottfried Zimmermann
openaire   +1 more source

Gamification in marketing

International Journal of Information Management, 2021
Gurinder Singh 0002   +2 more
openaire   +1 more source

On Semantic Gamification

2016
The purpose of this essay is to study the extent in which the semantics for different logical systems can be represented game theoretically. I will begin by considering different definitions of what it means to gamify a semantics, and show completeness and limitative results.
openaire   +1 more source

Gamification in Tourism

2013
Gamification, as a new topic, is a future trend which can be applied in tourism in many ways to elicit motivation and behaviour change. This paper is a conceptual work on gamification in tourism discussing the concept on how game design elements and game thinking can be applied in a tourism context.
Feifei Xu   +2 more
openaire   +1 more source

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