[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 …

A systematic review of research on online teaching and learning from 2009 to 2018

F Martin, T Sun, CD Westine - Computers & education, 2020 - Elsevier
Systematic reviews were conducted in the nineties and early 2000's on online learning
research. However, there is no review examining the broader aspect of research themes in …

[HTML][HTML] University students' readiness for using digital media and online learning—Comparison between Germany and the USA

J Küsel, F Martin, S Markic - Education sciences, 2020 - mdpi.com
The year 2020 brought many changes to our everyday life but also our education system.
Universities needed to change their teaching practices due to the COVID-19 pandemic …

Augmented reality game-based learning: Enriching students' experience during reading comprehension activities

H Tobar-Muñoz, S Baldiris… - Journal of Educational …, 2017 - journals.sagepub.com
Program for International Student Assessment results indicate that while reading
comprehension needs to be promoted, teachers are struggling to find ways to motivate …

Digital game-based learning in accounting and business education

J Carenys, S Moya - Accounting Education, 2016 - Taylor & Francis
This article presents a review of the accounting and business literature on digital game-
based learning (DGBL). The article classifies what is already settled in the literature about …

Using Kahoot to inspire

P Bawa - Journal of Educational Technology Systems, 2019 - journals.sagepub.com
Today, there is growing interest in digital game-based learning due to the increase in the
variety of educational and commercial games available. The literature indicates that digital …

THE EFFECT OF DIGITAL VIDEO GAMES ON EFL STUDENTS'LANGUAGE LEARNING MOTIVATION

M Ebrahimzadeh, A Sepideh - Teaching English with Technology, 2017 - ceeol.com
The study examined the effect of a commercial digital video game on high school students'
language learning motivation. Participants were 241 male students randomly assigned to …

Designing for game-based learning: The effective integration of technology to support learning

Z Alaswad, L Nadolny - Journal of Educational Technology …, 2015 - journals.sagepub.com
The use of games and game structures in educational contexts is growing in popularity. An
increasing number of technologies have been developed to meet the needs of designing a …

Social networking and academic performance: A review

T Doleck, S Lajoie - Education and Information Technologies, 2018 - Springer
The ubiquitous use of social networking sites by students and the potential impacts of such
use on academic performance are of both theoretical and practical importance. Hence, this …

Readers, Players, and Watchers: EFL Students' Vocabulary Acquisition through Digital Video Games.

M Ebrahimzadeh - English Language Teaching, 2017 - ERIC
The present study investigated vocabulary acquisition through a commercial digital video
game compared to a traditional pencil-and-paper treatment. Chosen through cluster …