Improving participation and learning with gamification

G Barata, S Gama, J Jorge, D Gonçalves - Proceedings of the First …, 2013 - dl.acm.org
In this paper we explore how gamification can be applied to education in order to improve
student engagement. We present a study in which a college course was gamified, by …

[PDF][PDF] Do points, badges and leaderboard increase learning and activity: A quasi-experiment on the effects of gamification

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 …

A systematic mapping on gamification applied to education

S de Sousa Borges, VHS Durelli, HM Reis… - Proceedings of the 29th …, 2014 - dl.acm.org
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 …

Relating gaming habits with student performance in a gamified learning experience

G Barata, S Gama, JAP Jorge… - Proceedings of the first …, 2014 - dl.acm.org
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 …

OneUp: Supporting practical and experimental gamification of learning

D Dicheva, K Irwin, C Dichev - International …, 2018 - journal.seriousgamessociety.org
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 …

Gamifying learning experiences: Practical implications and outcomes

A Domínguez, J Saenz-de-Navarrete, L De-Marcos… - Computers & …, 2013 - Elsevier
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 …

[PDF][PDF] A critique and defense of gamification.

ACY Hung - Journal of Interactive Online Learning, 2017 - academia.edu
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 …

Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance

MD Hanus, J Fox - Computers & education, 2015 - Elsevier
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 …

Gamification as a tool for engaging student learning: A field experiment with a gamified app

K Welbers, EA Konijn, C Burgers… - E-learning and …, 2019 - journals.sagepub.com
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 …

The impact of gamification on learning outcomes of computer science majors

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 …