Results 41 to 50 of about 140,188 (287)
The Gamification of Learning: a Meta-analysis
This meta-analysis was conducted to systematically synthesize research findings on effects of gamification on cognitive, motivational, and behavioral learning outcomes.
Michael Sailer, Lisa Homner
semanticscholar +1 more source
Gamification in higher education and stem : a systematic review of literature [PDF]
In recent years, gamification, the use of game elements in non-game contexts, has drawn the attention of educators due to the possibility of making learning more motivating and engaging; this led to an increase of research in the field.
Chiluiza, Katherine +2 more
core +1 more source
Despite the growing attention towards gamification in learning context, challenge-based gamification application has rarely been subjected to testing in education.
Omer Sami Kaya, Erinç Erçağ
semanticscholar +1 more source
Virtual reality and gamification in education: a systematic review
This study aims to analyze the use of virtual reality and gamification in education by examining the existing literature. In addition to virtual reality, this study focuses on gamified virtual reality learning environments which refer to virtual reality ...
Georgios Lampropoulos, Kinshuk
semanticscholar +1 more source
In recent years, gamification has captured the attention of researchers and educators, particularly in science education, where students often express negative emotions.
Alkinoos-Ioannis Zourmpakis +2 more
semanticscholar +1 more source
Gamification Practices in Museums
Museums as cultural institutions serve a large number of audiences. To communicate effectively with their visitors and attract new audiences, museums have to develop new methods and tools.
Özgül Çetin, Fethiye Erbay
doaj +1 more source
The gamification of cybersecurity training [PDF]
Due to the rapidly and continued evolving nature of technology, there is a constant need to update police officers’ training in cyber security to ensure that the UK continues to be a secure place to live and do business.
Coull, Natalie +7 more
core +2 more sources
How gamification boosts learning in STEM higher education: a mixed methods study
The demand for professionals with expertise in Science, Technology, Engineering, and Mathematics (STEM) continues to grow. To meet this demand, universities are actively seeking strategies to engage more students in STEM disciplines and improve their ...
Margarita Ortiz-Rojas +3 more
semanticscholar +1 more source
Gamification and Artificial Intelligence (AI) have transformed the educational environment, offering innovative approaches to enhance student engagement and learning outcomes.
Nisar Ahmed Dahri +6 more
semanticscholar +1 more source
From cyber-security deception to manipulation and gratification through gamification [PDF]
Over the last two decades the field of cyber-security has experienced numerous changes associated with the evolution of other fields, such as networking, mobile communications, and recently the Internet of Things (IoT) [3].
DM Buss +8 more
core +4 more sources

