Gamification of e-learning in higher education: a systematic literature review

A Khaldi, R Bouzidi, F Nader - Smart Learning Environments, 2023 - Springer
In recent years, university teaching methods have evolved and almost all higher education
institutions use e-learning platforms to deliver courses and learning activities. However …

Benefits and challenges of using gamification across distance learning platforms at higher education: A systematic review of research studies published during the …

FKJ Alzahrani, WS Alhalafawy - Journal of Positive School …, 2022 - mail.journalppw.com
There has been a noticeable interest in the use of digital game stimuli at higher education
over the last couple of years. As a result of the transition to e-learning platforms caused by …

Negative effects of gamification in education software: Systematic mapping and practitioner perceptions

C Almeida, M Kalinowski, A Uchôa, B Feijó - Information and Software …, 2023 - Elsevier
Context: While most research shows positive effects of gamification, the focus on its adverse
effects is considerably smaller and further understanding of these effects is needed …

The continuous intention to use e-learning, from two different perspectives

R Saeed Al-Maroof, K Alhumaid, S Salloum - Education Sciences, 2020 - mdpi.com
During the recent vast growth of digitalization, e-learning methods have become the most
influential phenomenon at higher educational institutions. E-learning adoption has proved …

Can gamification influence the academic performance of students?

V Arufe Giráldez, A Sanmiguel-Rodríguez… - Sustainability, 2022 - mdpi.com
Gamification along with a whole range of other active methodologies are being incorporated
into university classrooms due to their potential benefits for student learning. The aim of this …

Blogged into the System: A Systematic Review of the Gamification in e-Learning before and during the COVID-19 Pandemic

M Burlacu, C Coman, MC Bularca - Sustainability, 2023 - mdpi.com
Gamification is becoming more relevant, especially after the start of the COVID-19 pandemic
and quarantine. The purpose of our paper is to analyse the changes which occurred in the …

Gamified Learning Theory: The Moderating role of learners' learning tendencies

N Zaric, R Roepke, V Lukarov… - International …, 2021 - journal.seriousgamessociety.org
The Gamified Learning Theory implies that gamification does not affect learning directly but
stimulates a learning-related behavior in a mediating or moderating process. A learner …

Intention to use technology for micro-credential programs: evidence from technology acceptance and self-determination model

M Miao, M Ahmed, N Ahsan, B Qamar - International Journal of …, 2024 - emerald.com
Purpose The study aims to investigate students' attitudes toward using technology for micro-
credential programs (MCPs) and their behavioral intention toward using MCPs for learning …

A Journey to Identify Users' Classification Strategies to Customize Game-Based and Gamified Learning Environments

M Pessoa, M Lima, F Pires, G Haydar… - IEEE Transactions …, 2023 - ieeexplore.ieee.org
Game designers and researchers have sought to create gameful environments that consider
user preferences to increase engagement and motivation. In this sense, it is essential to …

Efecto de la gamificación en el aprendizaje activo: Revisión sistemática

DFU Arias, WC Calla - … de Investigación en Ciencias de la …, 2024 - revistahorizontes.org
Una de las metodologías y alternativa innovadora para el aprendizaje en estudiantes
universitarios es la gamificación. Este estudio tiene como objetivo identificar cuáles son las …