Using gamification to support learning in K‐12 education has received much attention from scholars in recent years. However, there is still a lack of comprehensive understanding of …
N Zeybek, E Saygı - Games and Culture, 2024 - journals.sagepub.com
Defined as the utilization of game elements in nongame environments, gamification has been frequently used in education in recent years. The aim of the present study is to …
The main purpose of this paper is to explore the performance of white-collared gig workers using three theoretical perspectives: knowledge-based view theory, employee engagement …
F Gao, L Li, Y Sun - Educational Technology Research and Development, 2020 - Springer
Research on mobile game-based learning has been gaining attention in the past few years. To understand the potential of mobile game-based learning in STEM education, a …
Gamification consists of the use of ludic elements in non-ludic contexts. It is becoming an educational trend, due to its ability to work on curriculum skills in a fun and motivating way …
M Shoaib, H Ullah - Education and Urban Society, 2021 - journals.sagepub.com
The current research examined the effects of teachers and classrooms environment on girls' learning skills in girls' high schools. The main objective of the study was to analyze the …
M Bal - Contemporary Educational Technology, 2019 - dergipark.org.tr
The aimof the study is to determine the contribution of gamification to writing skillsof middle school students. For this study, a lesson plan has been developed torelate Writing and …
RP Bringula, FAL Atienza - Education and Information Technologies, 2023 - Springer
This study conducted a scoping review of publications in mobile Computer-Supported Collaborative Learning for mathematics. Papers published between 2007 and 2021 …
The COVID-19 pandemic has forced the transition of workflows across sectors to digital platforms. In education settings, stakeholders previously reluctant to integrate computing …