[HTML][HTML] Understanding the role of digital technologies in education: A review

A Haleem, M Javaid, MA Qadri, R Suman - Sustainable operations and …, 2022 - Elsevier
One of the fundamental components of the United Nations' sustainable development 2030
agenda is quality education. It aims to ensure inclusive and equitable quality education for …

Gamified learning in higher education: A systematic review of the literature

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 …

Examining competitive, collaborative and adaptive gamification in young learners' math learning

T Jagušt, I Botički, HJ So - Computers & education, 2018 - Elsevier
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 …

The shift to gamification in education: A review on dominant issues

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 …

[HTML][HTML] Game on! A state-of-the-art overview of doing business with gamification

W Sharma, WM Lim, S Kumar, A Verma… - … Forecasting and Social …, 2024 - Elsevier
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 …

Effects of gender and personality differences on students' perception of game design elements in educational gamification

M Denden, A Tlili, F Essalmi, M Jemni, NS Chen… - International Journal of …, 2021 - Elsevier
While many studies have reported the effectiveness of gamification in motivating students
and making learning more fun, some others have reported contradictory findings regarding …

Evaluating impact on motivation and academic performance of a game-based learning experience using Kahoot

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 …

Effects of gamified interactive e-books on students' flipped learning performance, motivation, and meta-cognition tendency in a mathematics course

J Zhao, GJ Hwang, SC Chang, Q Yang… - Educational Technology …, 2021 - Springer
It is widely recognized that flipped learning has great potential for enhancing students'
conceptual understanding through the reversed arrangement of before-class learning …

Gamification and Gen Z in higher education: A systematic review of literature

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 …

Virtual reality and gamification in education: a systematic review

G Lampropoulos, Kinshuk - Educational technology research and …, 2024 - Springer
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 …