Gamification in science education. A systematic review of the literature

M Kalogiannakis, S Papadakis, AI Zourmpakis - Education sciences, 2021 - mdpi.com
The implementation of gamification in education has attracted many researchers to increase
engagement and achieve learning more effectively. Implementing technology in science …

The effect of gamification on motivation and engagement

RS Alsawaier - The International Journal of Information and Learning …, 2018 - emerald.com
Purpose Gamification is the application of game features, mainly video game elements, into
non-game context for the purpose of promoting motivation and engagement in learning. The …

You follow fitness influencers on YouTube. But do you actually exercise? How parasocial relationships, and watching fitness influencers, relate to intentions to …

K Sokolova, C Perez - Journal of retailing and consumer services, 2021 - Elsevier
Digital celebrities found on social media platforms are found to be successful in endorsing
brands and products, and influencing purchase intentions of their followers. However …

Assessing the benefits of gamification in mathematics for student gameful experience and gaming motivation

D Alt - Computers & Education, 2023 - Elsevier
This study addresses the question of how to use game design elements to raise students'
motivation to engage in mathematics learning activities. Four conditions of mathematics …

[HTML][HTML] Does gamification affect brand engagement and equity? A study in online brand communities

N Xi, J Hamari - Journal of Business Research, 2020 - Elsevier
Gamification has become a popular technique in marketing. Many companies believe that
gamification can potentially increase the engagement, awareness and loyalty of consumers …

Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction

N Xi, J Hamari - International Journal of Information Management, 2019 - Elsevier
Gamification is increasingly used as an essential part of today's services, software and
systems to engage and motivate users, as well as to spark further behaviors. A core …

Gamification and online impulse buying: The moderating effect of gender and age

L Zhang, Z Shao, X Li, Y Feng - International Journal of Information …, 2021 - Elsevier
While gamification has emerged as one of the most promising futuristic trends in e-
commerce, how it impacts consumers' impulse buying behavior remains largely …

Comparing success and engagement in gamified learning experiences via Kahoot and Quizizz

DO Göksün, G Gürsoy - Computers & Education, 2019 - Elsevier
The purpose of the present study was to investigate the reflections of gamification activities
that are used as a formative assessment tool based on academic achievement and student …

[HTML][HTML] The effect of challenge-based gamification on learning: An experiment in the context of statistics education

NZ Legaki, N Xi, J Hamari, K Karpouzis… - International journal of …, 2020 - Elsevier
Gamification is increasingly employed in learning environments as a way to increase
student motivation and consequent learning outcomes. However, while the research on the …

[HTML][HTML] The rise of motivational information systems: A review of gamification research

J Koivisto, J Hamari - International journal of information management, 2019 - Elsevier
Today, our reality and lives are increasingly game-like, not only because games have
become a pervasive part of our lives, but also because activities, systems and services are …