[HTML][HTML] Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based …

J Krath, L Schürmann, HFO Von Korflesch - Computers in Human Behavior, 2021 - Elsevier
Despite increasing scientific interest in explaining how gamification supports positive affect
and motivation, behavior change and learning, there is still a lack of an overview of the …

The effect of games and simulations on higher education: a systematic literature review

D Vlachopoulos, A Makri - … Journal of Educational Technology in Higher …, 2017 - Springer
The focus of higher education institutions is the preparation of future professionals. To
achieve this aim, innovative teaching methods are often deployed, including games and …

Game-based Learning and 21st century skills: A review of recent research

M Qian, KR Clark - Computers in human behavior, 2016 - Elsevier
Game-based learning and 21st century skills have been gaining an enormous amount of
attention from researchers and practitioners. Given numerous studies support the positive …

An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games

EA Boyle, T Hainey, TM Connolly, G Gray, J Earp… - Computers & …, 2016 - Elsevier
Continuing interest in digital games indicated that it would be useful to update Connolly et
al.'s (2012) systematic literature review of empirical evidence about the positive impacts and …

A systematic literature review on serious games evaluation: An application to software project management

A Calderón, M Ruiz - Computers & Education, 2015 - Elsevier
Training that future practitioners receive in software project management is a topic of great
importance. The objective of this systematic literature review is to summarize the current …

Digital game-based learning in accounting and business education

J Carenys, S Moya - Accounting Education, 2016 - Taylor & Francis
This article presents a review of the accounting and business literature on digital game-
based learning (DGBL). The article classifies what is already settled in the literature about …

Gamification of entrepreneurship education

DA Isabelle - Decision Sciences Journal of Innovative …, 2020 - Wiley Online Library
Gamification—the use of gameplay mechanics for nongame applications—enables learning
by doing, yet questions abound about its effectiveness for education. This teaching brief …

[HTML][HTML] Measuring the effectiveness of virtual training: A systematic review

P Strojny, N Dużmańska-Misiarczyk - Computers & Education: X Reality, 2023 - Elsevier
The amount of research on virtual reality learning tools increases with time. Despite the
diverse environments and theoretical foundations, enough data have been accumulated in …

PeppeRecycle: Improving children's attitude toward recycling by playing with a social robot

G Castellano, B De Carolis, F D'Errico… - International Journal of …, 2021 - Springer
In this paper, we investigate the use of a social robot as an engaging interface of a serious
game intended to make children more aware and well disposed towards waste recycle. The …

An integrated view of information feedback, game quality, and autonomous motivation for evaluating game-based learning effectiveness

YC Liu, WT Wang, TL Lee - Journal of Educational …, 2021 - journals.sagepub.com
Critical factors that influence the value of digital game-based learning (DGBL) for enhancing
learning effectiveness remain debatable. Based on the self-determination theory (SDT) …