Gamification can be defined as the use of game elements and mechanics as well as game design techniques in non-game contexts. It is no surprise that in recent years the application …
Gamification, a concept that describes the use of game design elements in non-game scenarios, inan attempt to induce fun and motivation in non-game scenarios, has found …
IA ȘTEFAN, A ȘTEFAN, IR Goldbach… - eLearning & Software …, 2019 - drive.google.com
Gamification has been described as the employment of game thinking and game mechanics to support long-term user engagement, behaviour change and problem solving. It has driven …
Student engagement refers to the degree of attention, curiosity, interest, optimism, and ardour that college students exhibit when they are getting to know or being taught, which …
SP Adams, R Du Preez - Technology, Knowledge and Learning, 2022 - Springer
The application of gamification for educational purposes has been widely reported with mixed results. Successful application, in most cases, is subjective and failures or mistakes …
In pre-pandemic scenarios, various studies have indicated that gamification has turned out to contribute to improving student learning; however, in the context of the pandemic and in …
Y An - International Journal of Technology in Education, 2020 - ERIC
Gamification has been used in a variety of settings, including business, healthcare, and education. Although there are successful gamification examples, many gamification projects …
We evaluated the use of gamification to facilitate a student-centered learning environment within an undergraduate Year 2 Personal and Professional Development (PPD) course. In …
A Krishnamurthy, WKV Chan - feedback - researchgate.net
Gamification–the application of game design elements to real-world situations not commonly associated with games–is quickly expanding in the world of education. With excellent …