The adoption of gamification in learning and instruction is perceived to have mass appeal among the learners in stimulating motivation, learner engagement and social influence. This …
LM Sánchez-Ruiz, S Moll-López, A Nuñez-Pérez… - Applied Sciences, 2023 - mdpi.com
This research aims to explore the potential impact of the ChatGPT on b-learning methodologies in engineering education, specifically in mathematics. The study focuses on …
S De Freitas - Journal of Educational Technology & Society, 2018 - JSTOR
The literature around the use, efficacy and design of educational games and game-based learning approaches has been building up gradually and in phases, across different …
In recent years, the use of digital game-based learning (DGBL) in the early childhood learning process has been growing. Recent research shows that DGBL has the potential to …
There are a large variety of methodologies, contexts and perspectives that have been used to evaluate the use of technology in education. The vast array of literature involving learning …
Y Pan, F Ke, X Xu - Educational Research Review, 2022 - Elsevier
In the recent decade, a number of literature reviews were conducted to examine the effectiveness of learning games. However, prior reviews typically focused on providing a …
The current study intends to highlight the most relevant studies in simulated realities with special attention to VR and marketing, showing how studies have evolved over time and …
Several previous studies have indicated that secondary school students face problems in digital situations. Digital citizenship is therefore an essential conception for fostering …
The present research endeavor delves into the profound effects of gamified assistive applications on the levels of user engagement, motivation, and academic attainment within …