Gamification of e-learning in higher education: a systematic literature review

A Khaldi, R Bouzidi, F Nader - Smart Learning Environments, 2023 - Springer
In recent years, university teaching methods have evolved and almost all higher education
institutions use e-learning platforms to deliver courses and learning activities. However …

[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 …

A review of AI teaching and learning from 2000 to 2020

DTK Ng, M Lee, RJY Tan, X Hu, JS Downie… - Education and …, 2023 - Springer
In recent years, with the popularity of AI technologies in our everyday life, researchers have
begun to discuss an emerging term “AI literacy”. However, there is a lack of review to …

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 …

Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda

A Behl, N Jayawardena, V Pereira, N Islam… - … Forecasting and Social …, 2022 - Elsevier
Over the last few years, gamification has sparked significant interest in both industry and
academia. However, the focus of the debate has been mostly on game studies and human …

Between level up and game over: A systematic literature review of gamification in education

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 …

Gamification applications in E-learning: A literature review

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 …

[HTML][HTML] Enhancing user engagement: The role of gamification in mobile apps

P Bitrián, I Buil, S Catalán - Journal of Business Research, 2021 - Elsevier
Organizations are increasingly making use of gamification to enhance users' engagement
with their mobile apps. However, more research into the mechanisms that facilitate user …

What is the metaverse? Definitions, technologies and the community of inquiry

DTK Ng - Australasian Journal of Educational Technology, 2022 - ajet.org.au
The term metaverse appeared for the first time in a novel published in 1992. Since the early
2000s, researchers have started to use this term to refer to digital technologies for learners …

Gamification for learning sustainability in the blackboard system: motivators and obstacles from faculty members' perspectives

FK Alzahrani, WS Alhalafawy - Sustainability, 2023 - mdpi.com
Gamification is one of the basic components that enhance the sustainability of learning
management systems (LMSs) in improving learning outcomes and motivating learners to …