Gamification is increasingly becoming a pertinent aspect of any UI and UX design. However, a canonical dearth in research and application of gamification has been related to the role of …
Gamification refers to the attempt to transform different kinds of systems to be able to better invoke positive experiences such as the flow state. However, the ability of such intervention …
The use of games regarding education is not something new. Their use, especially in the early stages of the education system, is notably widespread in helping students learn and …
MA Hassan, U Habiba, F Majeed… - Interactive Learning …, 2021 - Taylor & Francis
With the removal of the barriers of time and distance, E-learning platforms have attracted millions of learners, but these platforms are experiencing a significant drop-out ratio. One of …
J Looyestyn, J Kernot, K Boshoff, J Ryan, S Edney… - PloS one, 2017 - journals.plos.org
Background Engagement in online programs is difficult to maintain. Gamification is the recent trend that offers to increase engagement through the inclusion of game-like features …
Y Hong, N Saab, W Admiraal - Computers & Education, 2024 - Elsevier
The systematic review examined research on tailored digital gamification for learning based on 43 peer-reviewed articles published between 2013 and 2022. The study aimed to …
Gamification, the use of game elements in non-game settings, is more and more used in education to increase learner motivation, engagement, and performance. Recent research …
The objective of this work was to explore the effects that an individual's Hexad player type has on their performance in gamified applications. Previous studies sought to explore the …
In spite of their effectiveness, learning environments often fail to engage users and end up under-used. Many studies show that gamification of learning environments can enhance …