Designing engaging games for education: A systematic literature review on game motivators and design principles

TH Laine, RSN Lindberg - IEEE Transactions on Learning …, 2020 - ieeexplore.ieee.org
Effective educational interventions require sufficient learner engagement, which can be
difficult to achieve if the learner is inadequately motivated. Games have been shown to …

A systematic literature review of gamification in/for cultural heritage: Leveling up, going beyond

CG Marques, JP Pedro, I Araújo - Heritage, 2023 - mdpi.com
Because of the possibilities that it opens for a variety of fields and practices, gamification has
increasingly garnered significant attention. This has put it at the forefront of many significant …

Defining gameful experience as a psychological state caused by gameplay: Replacing the term 'Gamefulness' with three distinct constructs

RN Landers, GF Tondello, DL Kappen… - International Journal of …, 2019 - Elsevier
Abstract Background and Aim Gamefulness is commonly cited as the primary goal of
gamification, a family of approaches employed in education, business, healthcare …

Work gamification: Effects on enjoyment, productivity and the role of leadership

C Gerdenitsch, D Sellitsch, M Besser, S Burger… - Electronic Commerce …, 2020 - Elsevier
While the effects of gamification have been demonstrated in various fields, research on
gamification in the work context is still limited. Gamification can, however, be used as a …

A gamification platform to analyze and influence citizens' daily transportation choices

R Kazhamiakin, E Loria, A Marconi… - IEEE Transactions on …, 2021 - ieeexplore.ieee.org
An effective, efficient, and ecological transport service needs a decision support system to
inform the administrations, while intelligently assisting citizens' daily transportation choices …

Validation of user preferences and effects of personalized gamification on task performance

GF Tondello, LE Nacke - Frontiers in Computer Science, 2020 - frontiersin.org
Personalized gamification is the tailoring of gameful design elements to user preferences to
improve engagement. However, studies of user preferences have so far relied on self …

Enablers and difficulties in the implementation of gamification: A case study with teachers

I Araújo, AA Carvalho - Education Sciences, 2022 - mdpi.com
Although there is ample evidence that gamification can engage students in learning, it is
less used than one would expect. This raises the question of the difficulties teachers face in …

Effects of digital game-based learning on students' digital etiquette literacy, learning motivations, and engagement

Y Zheng, J Zhang, Y Li, X Wu, R Ding, X Luo, P Liu… - Heliyon, 2024 - cell.com
Recent years have seen a substantial rise in the number of children and teenagers surfing
the Internet; however, not all use this resource responsibly. Digital etiquette, a core element …

Exploring learners experience of gamified practicing: For learning or for fun?

D Dicheva, K Irwin, C Dichev - International …, 2019 - journal.seriousgamessociety.org
Gamification in education primarily aims at increasing learners' motivation to engage in
given learning activities and thereby promote desired learning behaviors. Despite its …

Evaluating the effects of gamification in behavioural change: A proposed SEM-based approach

C Ourdas, S Ponis - Sustainability, 2023 - mdpi.com
The purpose of this study is two-fold. Firstly, it aims to investigate the available papers on the
effect of gamification elements to explain behavioural changes through a Systematic …