[HTML][HTML] Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based …

J Krath, L Schürmann, HFO Von Korflesch - Computers in Human Behavior, 2021 - Elsevier
Despite increasing scientific interest in explaining how gamification supports positive affect
and motivation, behavior change and learning, there is still a lack of an overview of the …

Gamification in science education. A systematic review of the literature

M Kalogiannakis, S Papadakis, AI Zourmpakis - Education sciences, 2021 - mdpi.com
The implementation of gamification in education has attracted many researchers to increase
engagement and achieve learning more effectively. Implementing technology in science …

The impact of gamification on learning and instruction: A systematic review of empirical evidence

Z Zainuddin, SKW Chu, M Shujahat… - Educational research …, 2020 - Elsevier
The adoption of gamification in learning and instruction is perceived to have mass appeal
among the learners in stimulating motivation, learner engagement and social influence. This …

Gamification during Covid-19: Promoting active learning and motivation in higher education

EG Rincon-Flores, BN Santos-Guevara - Australasian Journal of …, 2021 - ajet.org.au
Virtual teaching modalities urgently implemented during the Covid-19 pandemic require
strategies to motivate students to participate actively in higher education. Our study found …

Virtual reality based metaverse of gamification

S Tayal, K Rajagopal, V Mahajan - 2022 6th International …, 2022 - ieeexplore.ieee.org
The Metaverse is a podium of user mesmerizing interactions in the virtual world with the
support of the Internet, software, and hardware required to create the exceptional immersive …

Analysis of the use and integration of the flipped learning model, project-based learning, and gamification methodologies by secondary school mathematics teachers

H Hossein-Mohand, JM Trujillo-Torres… - Sustainability, 2021 - mdpi.com
In the didactics of mathematics, many technological resources can be used with teaching
strategies, techniques, models, and methodologies that facilitate the teaching–learning …

Strategic knowledge management in the digital age: JBR special issue editorial

MJ Sousa, Á Rocha - Journal of Business Research, 2019 - Elsevier
Abstract This Special Issue is dedicated to current issues in strategic knowledge
management in the Era of digital. Despite all the research around knowledge management …

It is really not a game: An integrative review of gamification for service research

R Ciuchita, J Heller, S Köcher… - Journal of Service …, 2023 - journals.sagepub.com
Gamification has attracted considerable practitioner attention and has become a viable tactic
for influencing behavior, boosting innovation, and improving marketing outcomes across …

The great game of business: Advancing knowledge on gamification in business contexts

NV Wünderlich, A Gustafsson, J Hamari… - Journal of Business …, 2020 - Elsevier
Gamification is a rather significant trend in recent years. It builds on the emotional and
involving qualities of gaming but may not entail a full-fledged game. Gamification exists in a …

Targeting social learning and engagement: what serious games and gamification can offer to participatory modeling

E Bakhanova, JA Garcia, WL Raffe, A Voinov - Environmental Modelling & …, 2020 - Elsevier
Serious games and gamification are useful tools for learning and sustaining long-term
engagement in the activities that are not meant to be entertaining. However, the application …