Results 21 to 30 of about 140,188 (287)

A Vocational School Cutting-Edge Learning Strategy: Examining Gamification Towards Student Engagement and Achievement

open access: yesJurnal Kependidikan, 2022
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

Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review

open access: yesEducation and Information Technologies : Official Journal of the IFIP technical committee on Education, 2023
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]

open access: yes, 2015
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

open access: yesSustainability, 2021
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

The Model of Gamification Principles for Digital Health Interventions: Evaluation of Validity and Potential Utility

open access: yesJournal of Medical Internet Research, 2020
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

open access: yesProcedia Computer Science, 2014
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

Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies

open access: yesApplied Sciences, 2022
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

open access: yesJOIV: International Journal on Informatics Visualization, 2022
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]

open access: yes, 2016
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

open access: yesEducation and Information Technologies : Official Journal of the IFIP technical committee on Education, 2022
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

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