Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda

A Behl, N Jayawardena, V Pereira, N Islam… - … Forecasting and Social …, 2022 - Elsevier
Over the last few years, gamification has sparked significant interest in both industry and
academia. However, the focus of the debate has been mostly on game studies and human …

Gamification and Gen Z in higher education: A systematic review of literature

M Saxena, DK Mishra - International Journal of Information and …, 2021 - igi-global.com
Research has found that the new-age learner, Gen Z, is different from his/her predecessors
and hence educators need new age pedagogical interventions to cater to this group of …

Using gamification to facilitate students' self-regulation in e-learning: A case study on students' L2 English learning

X Li, Q Xia, SKW Chu, Y Yang - Sustainability, 2022 - mdpi.com
E-learning has been an important learning approach in the information era by providing
flexible environments and rich resources for learners. However, it also faces several …

How technology has shaped university students' perceptions and expectations around higher education: an exploratory study of the United Arab Emirates

S Ashour - Studies in Higher Education, 2020 - Taylor & Francis
Higher education institutions have a critical role to play in preparing students to meet the
demands of an increasingly technological world. Drawing on a survey of 762 undergraduate …

Factors influencing the green purchase behaviour of millennials: An emerging country perspective

N Dilotsotlhe - Cogent Business & Management, 2021 - Taylor & Francis
The study investigates the determinants of green purchase behaviour amongst the
millennial cohort in an emerging market of South Africa. The research was theoretically …

Gamification in human resource management—Status quo and quo vadis

L Murawski - German Journal of Human Resource …, 2021 - journals.sagepub.com
Gamification has recently been presented as a promising opportunity to improve human
resource management (HRM) practices and tools. However, while the number of …

The perceived usefulness of gamified e-learning: A study of undergraduate students with implications for higher education

V Aguilos, K Fuchs - Frontiers in Education, 2022 - frontiersin.org
Gamification is about applying gaming strategies and game elements to improve learning,
and thus, making it more engaging for individuals. The application of gamification in higher …

A study on role of gamification elements in training outcomes: comparing the mediating effect of intrinsic and extrinsic motivation

S Mohanty, BP Christopher - The Learning Organization, 2023 - emerald.com
A study on role of gamification elements in training outcomes: comparing the mediating effect of
intrinsic and extrinsic motivation | Emerald Insight Books and journals Case studies Expert …

Implementation of a hepatitis-themed virtual escape room in pharmacy education: A pilot study

S Krishnan, AQ Blebil, JA Dujaili, S Chuang… - Education and …, 2023 - Springer
As we enter a world of blended learning in higher education, an increased need for
adaptation of teaching strategies to enhance engagement has been recognised to amplify …

The Cross-Generational Impacts of Digital Remarketing: An Examination of Purchasing Behaviours among Generation Z and Generation Y

K Israfilzade, N Guliyeva - Futurity Economics&Law, 2023 - futurity-econlaw.com
The dynamically evolving digital environment makes crucial the remarketing, a strategy used
to re-engage consumers who previously showed interest in a product or service. However …