The effect of gamification on motivation and engagement

RS Alsawaier - The International Journal of Information and Learning …, 2018 - emerald.com
Purpose Gamification is the application of game features, mainly video game elements, into
non-game context for the purpose of promoting motivation and engagement in learning. The …

Ontologies in education–state of the art

K Stancin, P Poscic, D Jaksic - Education and Information Technologies, 2020 - Springer
Ontologies are used with great success in education because they allow to formulate the
representation of a learning domain by specifying all concepts involved, relations between …

Classcraft: from gamification to ludicization of classroom management

E Sanchez, S Young, C Jouneau-Sion - Education and Information …, 2017 - Springer
In this article, we discuss the concept of gamification, based on a literature review and
preliminary feedback from teachers using Classcraft, a role-playing game supported by a …

[PDF][PDF] Does Tailoring Gamified Educational Systems Matter? The Impact on Students' Flow Experience.

W Oliveira, AM Toda, PT Palomino, L Shi, J Vassileva… - HICSS, 2020 - academia.edu
Recent research has shown that using gamification can prone to impact negatively on the
motivation of students in educational systems. One of the reasons is that people are …

The effect of gamification on home economics students' motivation and engagement in drawing activities

P Baiden, HB Essel, D Vlachopoulos… - Technology, Knowledge …, 2022 - Springer
The engagement and motivation of students in drawing activities are of great importance to
their learning processes. The decline in attendance and difficulties stimulating the drawing …

[PDF][PDF] The Impact of Gamification on Student Motivation and Engagement: An Empirical Study.

H Alsadoon - Dirasat: Educational Sciences, 2023 - pdfs.semanticscholar.org
Objectives: This study aims to investigate the impact of an online gamified learning
environment on university students' motivation and engagement in learning a computer …

Investigating how gamified syllabic literacy impacts learning, flow and inappropriate behaviors: a single-subject study design

DA Jogo, GC Challco, II Bittencourt, M Reis… - International Journal of …, 2022 - Elsevier
This article approaches syllabic literacy activities by reflecting on the engagement problems
that may occur during the childrens' four-stage of phonological awareness (4–5 years old) …

Designing multiplayer serious games with science content

V Garneli, K Patiniotis, K Chorianopoulos - Multimodal Technologies and …, 2021 - mdpi.com
Serious Games (SGs) could be enriched with collaborative learning techniques, an
approach that has the potential to increase the players' gaming and learning experience …

Evaluating a persuasive intervention for engagement in a large university class

FA Orji, J Vassileva, J Greer - … Journal of Artificial Intelligence in Education, 2021 - Springer
Persuasive Technologies (PT) are computational methods, strategies, and design
techniques, grounded in social psychology to change user attitudes/behaviours. PTs have …

Design of tailored gamified educational systems based on gamer types

WO dos Santos, II Bittencourt… - Anais dos Workshops do …, 2018 - milanesa.ime.usp.br
One of the main contemporary challenges in the field of computers and education is to
provide gamified intelligent educational systems tailored according to the students' gamer …