[HTML][HTML] Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy

YK Dwivedi, L Hughes, AM Baabdullah… - International journal of …, 2022 - Elsevier
The metaverse has the potential to extend the physical world using augmented and virtual
reality technologies allowing users to seamlessly interact within real and simulated …

[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 …

Effects of artificial Intelligence–Enabled personalized recommendations on learners' learning engagement, motivation, and outcomes in a flipped classroom

AYQ Huang, OHT Lu, SJH Yang - Computers & Education, 2023 - Elsevier
The flipped classroom approach is aimed at improving learning outcomes by promoting
learning motivation and engagement. Recommendation systems can also be used to …

Students' Motivation in English Online Learning during Covid-19 Pandemic at SMA Muhammadiyah Gadingrejo

A Fiddiyasari, R Pustika - Journal of English Language Teaching …, 2021 - jim.teknokrat.ac.id
To make students still have a learning process while covid-19 outbreak, the Minister of
Education and Culture, Nadiem Anwar Makarim, decided that the teaching and learning …

Inductive/deductive hybrid thematic analysis in mixed methods research

K Proudfoot - Journal of mixed methods research, 2023 - journals.sagepub.com
Inductive/deductive hybrid thematic analysis offers significant opportunities for researchers,
but its application within integrative mixed methods research has yet to be fully explored …

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 …

Playing video games during the COVID-19 pandemic and effects on players' well-being

M Barr, A Copeland-Stewart - Games and Culture, 2022 - journals.sagepub.com
The COVID-19 pandemic has affected our lives in many ways, including how we choose to
spend our time and deal with unprecedented circumstances. Anecdotal reports suggest that …

[HTML][HTML] A study of how immersion and interactivity drive VR learning

GB Petersen, G Petkakis, G Makransky - Computers & Education, 2022 - Elsevier
Even though learning refers to both a process and a product, the former tends to be
overlooked in educational virtual reality (VR) research. This study examines the process of …

The influence of motivation, work discipline, and compensation on employee performance

YB Sitopu, KA Sitinjak, FK Marpaung - Golden Ratio of Human …, 2021 - goldenratio.id
The study aims to know and analyze the effect of motivation, work discipline, and
compensation on employee performance both partially and simultaneously. This research …

Motivation in learning

J Filgona, J Sakiyo, DM Gwany… - Asian Journal of …, 2020 - eprints.go4mailburst.com
Motivating the learner to learn is pertinent to curriculum implementation. This is because
motivation is an influential factor in the teaching-learning situations. The success of learning …