[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 …

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 …

Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts

S Bai, KF Hew, B Huang - Educational Research Review, 2020 - Elsevier
Despite the buzz around gamification as an exciting new method to engage students,
evidence of its ability to enhance learning is mixed. In fact, gamification has attracted …

The effect of educational games on learning outcomes, student motivation, engagement and satisfaction

Z Yu, M Gao, L Wang - Journal of Educational Computing …, 2021 - journals.sagepub.com
While educational games have been increasingly popular in education, insufficient studies
have comprehensively reviewed their effectiveness. To complement this missing link, this …

The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system

Z Zainuddin, M Shujahat, H Haruna, SKW Chu - Computers & education, 2020 - Elsevier
This study investigated the differences in learners' performance and perceived engagement
between three intervention groups in a Science class, using two types of pedagogical …

Using gamification to support learning English as a second language: a systematic review

H Dehghanzadeh, H Fardanesh, J Hatami… - Computer Assisted …, 2021 - Taylor & Francis
Digital gamification has been argued to be a fun and enjoyable method to support Learning
English as a Second Language (LESL) and to ease the gap between students' learning and …

An exploration of teacher and student perceptions of blended learning in four secondary mathematics classrooms

C Attard, K Holmes - Mathematics Education Research Journal, 2022 - Springer
The COVID-19 pandemic forced many teachers around the world to make a sudden switch
from face-to-face to online teaching. This shift in practice has provided an opportunity to …

Designing digital game-based learning for professional upskilling: A systematic literature review

J Tay, YM Goh, S Safiena, H Bound - Computers & Education, 2022 - Elsevier
In 2001, Prensky proposed the digital game-based learning (DGBL) theory by merging
digital games and educational design. Many DGBL studies have been conducted in formal …

A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students' mathematics achievement and cognitive …

CK Lo, KF Hew - Interactive Learning Environments, 2020 - Taylor & Francis
This study examines Grade 9 students' mathematics achievement and cognitive
engagement under three different instructional approaches: traditional learning, flipped …

Implicaciones de la gamificación en Educación Superior: una revisión sistemática sobre la percepción del estudiante

MCP Palomino - Revista de Investigación Educativa, 2021 - revistas.um.es
Este trabajo realiza una revisión sistemática para identificar los principales hallazgos
reportados en la literatura científica sobre la percepción del estudiante universitario hacia la …