[HTML][HTML] Gamificación en educación: una panorámica sobre el estado de la cuestión

AM Ortiz-Colón, J Jordán, M Agredal - Educação e pesquisa, 2018 - SciELO Brasil
La sociedad del conocimiento y la tecnología han traído consigo un nuevo mapa en el que
los jóvenes sienten inquietudes que la educación no siempre ha sabido satisfacer. Estos …

Does gamification work?--a literature review of empirical studies on gamification

J Hamari, J Koivisto, H Sarsa - 2014 47th Hawaii international …, 2014 - ieeexplore.ieee.org
This paper reviews peer-reviewed empirical studies on gamification. We create a framework
for examining the effects of gamification by drawing from the definitions of gamification and …

Gamification and online impulse buying: The moderating effect of gender and age

L Zhang, Z Shao, X Li, Y Feng - International Journal of Information …, 2021 - Elsevier
While gamification has emerged as one of the most promising futuristic trends in e-
commerce, how it impacts consumers' impulse buying behavior remains largely …

Toward meaningful engagement

D Liu, R Santhanam, J Webster - MIS quarterly, 2017 - JSTOR
Gamification, an emerging idea for using game design elements and principles to make
everyday tasks more engaging, is permeating many different types of information systems …

Do badges increase user activity? A field experiment on the effects of gamification

J Hamari - Computers in human behavior, 2017 - Elsevier
During recent years, the practice of adding game design to non-game services has gained a
relatively large amount of attention. Popular discussion connects gamification to increased …

“Achievement unlocked!”-The impact of digital achievements as a gamification element on motivation and performance

C Groening, C Binnewies - Computers in Human Behavior, 2019 - Elsevier
Gamification experiences further growth in our society with broad practical implications of
game design elements in applications, activities, and services. In our study, we focus on one …

Gamification for engaging computer science students in learning activities: A case study

MB Ibanez, A Di-Serio… - IEEE Transactions on …, 2014 - ieeexplore.ieee.org
Gamification is the use of game design elements in non-game settings to engage
participants and encourage desired behaviors. It has been identified as a promising …

The effect of virtual achievements on student engagement

P Denny - Proceedings of the SIGCHI conference on human …, 2013 - dl.acm.org
Badge-based achievement systems are being used increasingly to drive user participation
and engagement across a variety of platforms and contexts. Despite positive anecdotal …

An experience report on using gamification in technical higher education

A Iosup, D Epema - Proceedings of the 45th ACM technical symposium …, 2014 - dl.acm.org
Technical universities, especially in Europe, are facing an important challenge in attracting
more diverse groups of students, and in keeping the students they attract motivated and …

De la enseñanza con libros de texto al aprendizaje en espacios online gamificados

MA Moreira, CSG González - Educatio Siglo XXI, 2015 - revistas.um.es
En este artículo se plantea la necesidad que la escuela del siglo XXI empiece a transformar
sus materiales didácticos adecuándolos a las nuevas experiencias y formas expresivas de …