Gamification has become a new trend in learning in the 21st century, by utilizing technology with game elements to change behavior and support learning outcomes. However, few …
This study aims to examine whether it is possible to match digital society, academia and students interests in higher education by testing to what extent the introduction of …
There has been a noticeable interest in the use of digital game stimuli at higher education over the last couple of years. As a result of the transition to e-learning platforms caused by …
Background The substantial growth in gamification research has connected gamified learning to enhanced engagement, improved performance, and greater motivation. Similar …
A Ghai, U Tandon - Education and information technologies, 2023 - Springer
The current study investigates the interaction of Gamification, and Instructional Design to enhance the Usability of e-Learning in higher education programs. The study also examines …
Background The integration of innovative strategies to teaching and learning in higher education, such as escape room games, can enhance the acquisition of key professional …
In the field of tourism, serious games are a pedagogical media application that helps players develop travel knowledge and expertise based on game content. A tourism serious game …
AA Yasin, A Abbas - 2021 IEEE global engineering education …, 2021 - ieeexplore.ieee.org
This systematic review leverages “Preferred Reporting Items for Systematic Reviews and Meta-Analyses”(PRISMA) method as a way to evaluate and map the state of the art of …
V Aguilos, K Fuchs - Frontiers in Education, 2022 - frontiersin.org
Gamification is about applying gaming strategies and game elements to improve learning, and thus, making it more engaging for individuals. The application of gamification in higher …