S Subhash, EA Cudney - Computers in human behavior, 2018 - Elsevier
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom lectures to integrated digital learning environments. These interactive learning …
This paper presents the results of an empirical study conducted on three different types of gamified learning activities—namely competitive, collaborative, and adaptive—in lower …
K Ofosu-Ampong - Journal of Educational Technology …, 2020 - journals.sagepub.com
This article examines gamification literature on education since 2011. Using highlighted themes from Kirriemuir and McFarlane's review on games and education as a starting point …
Gamification is the act of applying game-design elements to transform activities, products, services, and systems in a way that provides the kind of experiences similar to those offered …
While many studies have reported the effectiveness of gamification in motivating students and making learning more fun, some others have reported contradictory findings regarding …
A Fuster-Guilló, ML Pertegal-Felices… - Frontiers in …, 2019 - frontiersin.org
Gamification methods adapt the mechanics of games to educational environments for the improvement of the teaching-learning process. Serious games play an important role as …
It is widely recognized that flipped learning has great potential for enhancing students' conceptual understanding through the reversed arrangement of before-class learning …
M Saxena, DK Mishra - International Journal of Information and …, 2021 - igi-global.com
Research has found that the new-age learner, Gen Z, is different from his/her predecessors and hence educators need new age pedagogical interventions to cater to this group of …
This study aims to analyze the use of virtual reality and gamification in education by examining the existing literature. In addition to virtual reality, this study focuses on gamified …