Blogged into the System: A Systematic Review of the Gamification in e-Learning before and during the COVID-19 Pandemic

M Burlacu, C Coman, MC Bularca - Sustainability, 2023 - mdpi.com
Gamification is becoming more relevant, especially after the start of the COVID-19 pandemic
and quarantine. The purpose of our paper is to analyse the changes which occurred in the …

Gamification in engineering education during COVID-19: a systematic review on design considerations and success factors in its implementation

O Chamorro-Atalaya, G Morales-Romero… - International Journal of …, 2023 - ijlter.myres.net
In pre-pandemic scenarios, various studies have indicated that gamification has turned out
to contribute to improving student learning; however, in the context of the pandemic and in …

Application of game-based online learning platform: Kahoot a formative evaluation tool to assess learning

MJ Cadet - Teaching and Learning in Nursing, 2023 - Elsevier
Aim This educational innovation learning activity aims to describe the application of a game-
based learning platform such as Kahoot, a formative evaluation tool to assess students' …

Teaching calculus in the first year of an engineering degree using a Digital Escape Room in an online scenario

ÁA Magreñán, C Jiménez, L Orcos… - Computer Applications …, 2023 - Wiley Online Library
In recent years, the way in which mathematics is taught has changed radically and there has
been an increase in the percentage of online classes. One of the biggest challenges that …

Engaging future engineers: the case study of a serious game implementation

L Romero Rodríguez - Education and Information Technologies, 2023 - Springer
Society is continually evolving and the needs of current generations of students are
changing, deriving from the ongoing digital evolution of the whole of society. Gamification …

Evaluating classroom response systems in engineering education: Which metrics better reflect student performance?

R Abbas, A Sebastián, J Casanova - Education and Information …, 2024 - Springer
Classroom response systems (CRS) represent an innovative educational technology that
can be used to promote active learning and student engagement. This study explores the …

The effect of gamified e-learning on marine ecology education: insights from Iranian maritime students

SH Sadeghi - Environmental Education Research, 2024 - Taylor & Francis
This study aimed to evaluate the effectiveness of a gamified e-learning experience in marine
ecology among Iranian maritime students. A pre-test/post-test design was adopted to …

The impact and importance of serious games in maritime education: an empirical application

C Christodoulou Raftis, E van Hassel… - Maritime Policy & …, 2024 - Taylor & Francis
Gamification and serious gaming have emerged as alternative approaches in learning and
decision-making across various domains. In maritime education and the inland waterways …

Kahoot! in Higher Institution: A Comparative Study of Lecturers' and Students' Perceptions on a Game-Based Learning Platform

W Mihat, WL Wong, HY Lee, SS Lee - Computer-Assisted Language …, 2024 - callej.org
Game-based learning platforms (GBPs), such as Kahoot!, are tools that can enhance
learning experiences for both lecturers and students. However, existing studies on GBPs …

游戏化测评在教学中如何应用?—基于国际研究的系统性文献综述.

龚鑫, 许洁, 胡若楠, 乔爱玲 - Digital Education, 2023 - search.ebscohost.com
游戏化测评作为新型测评方式, 对于增加测试趣味性, 激发学生参与动机等方面具有重要价值.
本研究从Web of Science, Scopus 和Springer Link Science Direct 3 个数据库系统梳理了国际 …