Gaming science: the “Gamification” of scientific thinking

BJ Morris, S Croker, C Zimmerman, D Gill… - Frontiers in …, 2013 - frontiersin.org
Science is critically important for advancing economics, health, and social well-being in the
twenty-first century. A scientifically literate workforce is one that is well-suited to meet the …

Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐12

D Fadda, M Pellegrini, G Vivanet… - Journal of Computer …, 2022 - Wiley Online Library
Background Motivation is an important factor in the learning process and supporting
students' motivation in mathematics is a significant challenge for educators. Educational …

Application of learning management system (Lms) during the covid-19 pandemic: A sustainable acceptance model of the expansion technology approach

U Alturki, A Aldraiweesh - Sustainability, 2021 - mdpi.com
The COVID-19 pandemic led to the closure of universities and colleges throughout the
world, with the hope that public health officials' suggestion of social distancing would help …

Learning with serious games: Is fun playing the game a predictor of learning success?

N Iten, D Petko - British Journal of Educational Technology, 2016 - Wiley Online Library
Serious games are generally considered to induce positive effects in the areas of learning
motivation and learning gains. Yet few studies have examined how these factors are related …

Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences

S Barzilai, I Blau - Computers & Education, 2014 - Elsevier
One of the central challenges of integrating game-based learning in school settings is
helping learners make the connections between the knowledge learned in the game and the …

The effects of consumer esports videogame engagement on consumption behaviors

AZ Abbasi, M Asif, LD Hollebeek, JU Islam… - Journal of Product & …, 2021 - emerald.com
Purpose This study aims to propose a model for predicting consumers' esports videogame
engagement on their ensuing consumption behaviors, which remains nebulous to date …

How E-learning environmental stimuli influence determinates of learning engagement in the context of COVID-19? SOR model perspective

J Yang, MYP Peng, SH Wong, WL Chong - Frontiers in Psychology, 2021 - frontiersin.org
The COVID-19 pandemic at the beginning of 2020 has changed the conventional learning
mode for most students at schools all over the world, and the e-learning at home has …

Game‐based learning engagement: A theory‐and data‐driven exploration

F Ke, K Xie, Y Xie - British Journal of Educational Technology, 2016 - Wiley Online Library
The promise of using games for learning is that play‐and learning‐engagement would occur
cohesively as a whole to compose a highly motivated learning experience. Yet the …

Digital games as a context for children's cognitive development: Research recommendations and policy considerations

FC Blumberg, K Deater‐Deckard, SL Calvert… - Social Policy …, 2019 - Wiley Online Library
We document the need to examine digital game play and app use as a context for cognitive
development, particularly during middle childhood. We highlight this developmental period …

Teaching operations research to undergraduate management students: The role of gamification

J Dias - The International Journal of Management Education, 2017 - Elsevier
Gamification has been successfully applied in some educational environments, however
there is a lack of studies considering gamification applied to Management university …