Augmented reality and gamification in education: A systematic literature review of research, applications, and empirical studies

G Lampropoulos, E Keramopoulos, K Diamantaras… - applied sciences, 2022 - mdpi.com
This study scrutinizes the existing literature regarding the use of augmented reality and
gamification in education to establish its theoretical basis. A systematic literature review …

Gamification of health professions education: a systematic review

AEJ van Gaalen, J Brouwer… - Advances in Health …, 2021 - Springer
Gamification refers to using game attributes in a non-gaming context. Health professions
educators increasingly turn to gamification to optimize students' learning outcomes …

[HTML][HTML] The effect of challenge-based gamification on learning: An experiment in the context of statistics education

NZ Legaki, N Xi, J Hamari, K Karpouzis… - International journal of …, 2020 - Elsevier
Gamification is increasingly employed in learning environments as a way to increase
student motivation and consequent learning outcomes. However, while the research on the …

Using gamification to support learning English as a second language: a systematic review

H Dehghanzadeh, H Fardanesh, J Hatami… - Computer Assisted …, 2021 - Taylor & Francis
Digital gamification has been argued to be a fun and enjoyable method to support Learning
English as a Second Language (LESL) and to ease the gap between students' learning and …

Can gamification help to improve education? Findings from a longitudinal study

LM Putz, F Hofbauer, H Treiblmaier - Computers in Human Behavior, 2020 - Elsevier
A goal of any educational measure is to improve students' capability to retain teaching
content. In this paper, we investigate the potential of gamification to foster knowledge …

What is gamification in learning and education?

S Kim, K Song, B Lockee, J Burton - Gamification in learning and education …, 2017 - Springer
Let's explore the types of games that can be applied for gamification. Let's understand the
definition of gamification. Let's find out the historical background of gamification. Let's figure …

The effects of personalized gamification on students' flow experience, motivation, and enjoyment

W Oliveira, J Hamari, S Joaquim, AM Toda… - Smart Learning …, 2022 - Springer
Gamification refers to the attempt to transform different kinds of systems to be able to better
invoke positive experiences such as the flow state. However, the ability of such intervention …

The maturing of gamification research

LE Nacke, S Deterding - Computers in Human Behavior, 2017 - Elsevier
Throughout history, many have championed the use of play, games, and game-inspired
design to improve the human condition. In the mid-2000s, the confluence of web …

A comparison of flipped learning with gamification, traditional learning, and online independent study: the effects on students' mathematics achievement and cognitive …

CK Lo, KF Hew - Interactive Learning Environments, 2020 - Taylor & Francis
This study examines Grade 9 students' mathematics achievement and cognitive
engagement under three different instructional approaches: traditional learning, flipped …

Strengthening gamification studies: Current trends and future opportunities of gamification research

A Rapp, F Hopfgartner, J Hamari, C Linehan… - International Journal of …, 2019 - Elsevier
Gamification is now a well-established technique in Human-Computer Interaction. However,
research on gamification still faces a variety of empirical and theoretical challenges. Firstly …