Do AI chatbots improve students learning outcomes? Evidence from a meta‐analysis

R Wu, Z Yu - British Journal of Educational Technology, 2024 - Wiley Online Library
Artificial intelligence (AI) chatbots are gaining increasing popularity in education. Due to
their increasing popularity, many empirical studies have been devoted to exploring the …

[HTML][HTML] Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based …

J Krath, L Schürmann, HFO Von Korflesch - Computers in Human Behavior, 2021 - Elsevier
Despite increasing scientific interest in explaining how gamification supports positive affect
and motivation, behavior change and learning, there is still a lack of an overview of the …

Tailored gamification in education: A literature review and future agenda

W Oliveira, J Hamari, L Shi, AM Toda… - Education and …, 2023 - Springer
Gamification has been widely used to design better educational systems aiming to increase
students' concentration, motivation, engagement, flow experience, and others positive …

Gamification in science education. A systematic review of the literature

M Kalogiannakis, S Papadakis, AI Zourmpakis - Education sciences, 2021 - mdpi.com
The implementation of gamification in education has attracted many researchers to increase
engagement and achieve learning more effectively. Implementing technology in science …

Effects of digital game-based STEM education on students' learning achievement: a meta-analysis

LH Wang, B Chen, GJ Hwang, JQ Guan… - International Journal of …, 2022 - Springer
Many researchers have explored the impact of digital games on learning effects in different
STEM subjects. The purpose of this meta-analysis is to examine the effect of digital game …

Gamification applications in E-learning: A literature review

AN Saleem, NM Noori, F Ozdamli - Technology, Knowledge and Learning, 2022 - Springer
In recent years, there has been a lot of attention given to the trend of including game
elements into non-gaming facilities. The usage of gamification in education is a massive …

Gamification as online teaching strategy during COVID-19: A mini-review

FA Nieto-Escamez, MD Roldán-Tapia - Frontiers in psychology, 2021 - frontiersin.org
The ongoing pandemic caused by coronavirus disease 2019 (COVID-19) has enforced a
shutdown of educative institutions of all levels, including high school and university students …

[HTML][HTML] Contextual facilitators for learning activities involving technology in higher education: The C♭-model

M Sailer, F Schultz-Pernice, F Fischer - Computers in Human Behavior, 2021 - Elsevier
We propose a model of contextual facilitators for learning activities involving technology (in
short: C♭-model) for both on-site and distance learning environments in higher education …

[HTML][HTML] Two decades of game concepts in digital learning environments–A bibliometric study and research agenda

S Schöbel, M Saqr, A Janson - Computers & Education, 2021 - Elsevier
In recent years, using game concepts for educational purposes in digital environments has
become continually more popular and relevant. Games can be used to motivate and engage …

The effects of personalized gamification on students' flow experience, motivation, and enjoyment

W Oliveira, J Hamari, S Joaquim, AM Toda… - Smart Learning …, 2022 - Springer
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 …