The model for introduction of gamification into e-learning in higher education

M Urh, G Vukovic, E Jereb - Procedia-Social and Behavioral Sciences, 2015 - Elsevier
The following paper presents the model for introduction of gamification into the field of e-
learning in higher education. Concepts and differences between techniques and methods of …

Online flipped and gamification classroom: risks and opportunities for the academic achievement of adult sustainable learning during COVID-19 pandemic

LK Ng, CK Lo - Sustainability, 2022 - mdpi.com
The online traditional and the online flipped classroom approaches have been adopted
worldwide in higher education during the prolonged city lockdowns. Research has …

A mobile game-based C programming language learning: results of university students' achievement and motivations

K Daungcharone, P Panjaburee… - … Journal of Mobile …, 2019 - inderscienceonline.com
Teaching and learning process has been modified from lecture-based learning to be more
interesting and motivating learning environment with the use of modern technologies and …

Kecerdasan Buatan Pada Game Edukasi Untuk Pembelajaran Bahasa Inggris Berbasis Pendekatan Heuristik Similaritas

AA Yunanto - 2017 - repository.its.ac.id
Game menjadi salah satu industri yang berkembang pesat pada kehidupan sehari-hari.
Saat ini game sangatlah popular di semua kalangan baik kalangan anak-anak, remaja …

Penilaian Penerimaan Teknologi E-Learning Pemrograman berbasis Gamification dengan Metode Technology Acceptance Model (TAM)

F Pradana, FA Bachtiar, B Priyambadha - Jurnal Teknologi Informasi …, 2019 - jtiik.ub.ac.id
E-learning telah berkembang tidak hanya sekedar berbagi materi pembelajaran melalui
internet, namun telah berevolusi menjadi tempat untuk kolaborasi, sosialisasi, project based …

Gamification-Based E-learning Design for Vocational Software Engineering Subjects

WN Hidayat, H Elmunsyah, LI Bariroh… - 2022 14th …, 2022 - ieeexplore.ieee.org
The decrease in learning motivation significantly impacts students' understanding and
learning outcomes. This study aims to develop gamification-based e-learning for vocational …

Creating an Engaging Environment for Adult ESL Learners in E-Learning Settings: Reducing Affective Filters and Cognitive Overload

Q Liu - 2021 - repository.usfca.edu
Countless online ESL programs targeting adult learners have emerged during the COVID-
19 pandemic, especially since the unemployment crisis made people start thinking about …

The negative effect of Gamification in E-learning in the eyes of University students

QD Phung - 2020 - diva-portal.org
Background Across centuries, games are part of human life. In his article" Keeping up with...
Gamification," Kim (2015) indicated that the development of Information Technology has …

E-Learning-The practice in industrial enterprises

T Mihova, I Ivanova… - … and Informatics (ICAI), 2021 - ieeexplore.ieee.org
The dynamic development of technology in today's digital world entails changes in the
business models, thus predetermining a radical turn in human resource management …

When innovation meets evolution: An extensive study of emerging e-learning technologies for higher education in Hong Kong

Y Zhuang, H Ma, H Xie, ACM Leung… - … for Education: First …, 2017 - Springer
With the rapid development of sophisticated technologies, many innovative e-Learning tools
or applications with increased inter-activities and improved features have been adopted in …