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 …
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 …
The implementation of gamification in education has attracted many researchers to increase engagement and achieve learning more effectively. Implementing technology in science …
A Manzano-León, P Camacho-Lazarraga, MA Guerrero… - Sustainability, 2021 - mdpi.com
Educational gamification consists of the use of game elements and game design techniques in the educational context. The objective of this study is to examine the existing evidence on …
The metaverse is expected to turn imagination into reality through the convergence of various technologies and should be considered as a medium for sustainable education, free …
AN Saleem, NM Noori, F Ozdamli - Technology, Knowledge and Learning, 2022 - Springer
In recent years, there has been a lot of attention given to the trend of including game elements into non-gaming facilities. The usage of gamification in education is a massive …
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 …
Mobile internet, cloud computing, big data technologies, and significant breakthroughs in Artificial Intelligence (AI) have all transformed education. In recent years, there has been an …
M Sailer, L Homner - Educational psychology review, 2020 - Springer
This meta-analysis was conducted to systematically synthesize research findings on effects of gamification on cognitive, motivational, and behavioral learning outcomes. Results from …