Results 21 to 30 of about 140,188 (287)
The digital era facilitates vocational-based school learning by using innovative and digital methods. Learning media using gamification tends to be better and more relevant for students because it follows their age.
Nur Rohmah
doaj +1 more source
Games have been used as a learning tool for centuries. Gamification and game-based learning are becoming more prominent in educational settings for several reasons.
Fazlida Dahalan +2 more
semanticscholar +1 more source
A Social-Centred Gamification Approach to Improve Household Water Use Efficiency [PDF]
The research community is showing a growing interest in gamification and there are works showing the usefulness of gamification in different problem domains.
Capiluppi, A, Wang, Z
core +1 more source
Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education
Educational gamification consists of the use of game elements and game design techniques in the educational context. The objective of this study is to examine the existing evidence on the impact of educational gamification on student motivation and ...
A. Manzano-León +6 more
semanticscholar +1 more source
BackgroundAlthough gamification continues to be a popular approach to increase engagement, motivation, and adherence to behavioral interventions, empirical studies have rarely focused on this topic.
Floryan, Mark +3 more
doaj +1 more source
Gamification Patterns for Gamification Applications
AbstractRecently, gamification has gained popularity in the development of enterprise information systems. Gamification is usually implemented using game elements combined with game mechanics that encourage competition between game players trying to reach some objectives or quantifiable outcome.
Ašeriškis, Darius +1 more
openaire +1 more source
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 following the Preferred Reporting Items for Systematic Reviews and Meta-
G. Lampropoulos +3 more
semanticscholar +1 more source
Confirmatory Factor Analysis: User Behavior M-Commerce Gamification Service in Indonesia
Gamification of marketing is a fast-growing phenomenon and an innovation for mobile marketing. Gamification is a strategy for increasing the attractiveness of mobile consumers to encourage increased shopping behavior, loyalty, engagement, and product ...
Ani Rakhmanita +3 more
doaj +1 more source
Fictional Game Elements: Critical Perspectives on Gamification Design [PDF]
Gamification has been widely accepted in the HCI community in the last few years. However, the current debate is focused on its short-term consequences, such as effectiveness and usefulness, while its side-effects, long-term criticalities and systemic ...
Cena, Federica +4 more
core +3 more sources
Tailored gamification in education: A literature review and future agenda
Gamification has been widely used to design better educational systems aiming to increase students’ concentration, motivation, engagement, flow experience, and others positive experiences.
Wilk Oliveira +6 more
semanticscholar +1 more source

