B Huang, KF Hew - … of the 23rd international conference on …, 2015 - researchgate.net
Gamification is the integration of game-like design elements into non-game context to engage people, motivate action, and solve problems. In tertiary education, researchers and …
Gamification is a term that refers to the use of game elements in non-game contexts with the goal of engaging people in a variety of tasks. There is a growing interest in gamification as …
Gamified education is a novel concept, and early trials show its potential to engage students and improve their performance. However, little is known about how different students learn …
Gamification of education is still evolving. It lacks systematic studies assessing its effect in different learning contexts. Creating gamified courses is still difficult, since there is a lack of …
Gamification is the use of game design elements and game mechanics in non-game contexts. This idea has been used successfully in many web based businesses to increase …
Gamification has received increased attention in education in recent years, and is seen as a way to improve student engagement, motivation, attendance, and academic performance …
Gamification, the application of game elements to non-game settings, continues to grow in popularity as a method to increase student engagement in the classroom. We tested …
In this paper, we reflect on the implementation of a gamified application for helping students learn important facts about their study program. We focus on two design features, of which …
A Ahmad, F Zeshan, MS Khan, R Marriam… - ACM Transactions on …, 2020 - dl.acm.org
Gamification is the use of game elements in domains other than games. Gamification use is often suggested for difficult activities because it enhances users' engagement and …