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Academic Journal

Are We Ready for Gamification? An Exploratory Analysis in a Developing Country

Subjects: Game Based Learning; Educational Technology; Technology Uses in Education

  • Source: Education and Information Technologies, v25 n3 p1723-1742 May 2020.

  • Abstract: Integrating gamification in the learning process has become a significant factor in the success of teaching, As Provided

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Academic Journal

The Impact of Peer Competition and Collaboration on Gamified Learning Performance in Educational Settings: A Meta-Analytical Study

Subjects: Peer Relationship; Competition; Game Based Learning

  • Source: Education and Information Technologies, v27 n3 p3833-3866 Apr 2022.

  • Abstract: This study is a meta-analytical study that examines the effectiveness of gamification in learning performance in educational ... As Provided

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Academic Journal

Using Mobile Gamified Quizzing for Active Learning: The Effect of Reflective Class Feedback on Undergraduates' Achievement

Subjects: Handheld Devices; Active Learning; Gamification

  • Source: Education and Information Technologies, v27 n9 p12003-12026 Nov 2022.

  • Abstract: This study investigated whether reflective class feedback (RCF) boosts the effectiveness of mobile gamified quizzing in enhancing active learning in higher ... As Provided

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Academic Journal

Gamification in Education: A Scientometric, Content and Co-Occurrence Analysis of Systematic Review and Meta-Analysis Articles

Subjects: Game Based Learning; Electronic Learning; Student Motivation

  • Source: Education and Information Technologies, v27 n7 p10207-10238 Aug 2022.

  • Abstract: This study seeks scientometric, content and co-occurrence analysis of systematic review and Meta-analysis articles in the field of gamification in education. ... As Provided

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Academic Journal

The Potentially Counterproductive Effects on Learning Achievement, Intrinsic Motivation, and Extrinsic Motivation for Ludicization Employing Habitica

Subjects: Academic Achievement; Student Motivation; Gamification

  • Source: Education and Information Technologies, v27 n9 p12399-12419 Nov 2022.

  • Abstract: This study investigated the actual efficiency of ludicization, ludic metaphorization of educational contexts, by identifying whether it exerted counterproductive effects on learningAs Provided

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Academic Journal

Gamification as Technology Enabler in SEN and DHH Education

Subjects: Game Based Learning; Educational Technology; Special Needs StudentsMauritius

  • Source: Education and Information Technologies, v27 n7 p9031-9064 Aug 2022.

  • Abstract: Yearly in Mauritius, only a few Special Educational Needs (SEN) and especially Deaf and Hard of Hearing (DHH) students manage to get a passing mark ... As Provided

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Academic Journal

A Systematic Review of the Use of Gamification in Flipped Learning

Subjects: Flipped Classroom; Computer Games; Teaching Methods

  • Source: Education and Information Technologies, v26 n3 p3327-3346 May 2021.

  • Abstract: Flipped learning is considered an increasingly common strategy along with some drawbacks. Gamification has the significant potential ... As Provided

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Academic Journal

Playfulness in the Classroom: Gamification Favor the Learning of Pharmacology

Subjects: Pharmacology; Medical Education; Learning Activities

  • Source: Education and Information Technologies, v26 n2 p2125-2141 Mar 2021.

  • Abstract: In recent years, growing interest has been seen in the application of gamification in education, which can be defined as the ... As Provided

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Academic Journal

Twenty-Five Years of Education and Information Technologies: Insights from a Topic Modeling Based Bibliometric Analysis

Subjects: Educational Trends; Educational Research; Bibliometrics

  • Source: Education and Information Technologies, v27 n8 p11025-11054 Sep 2022.

  • Abstract: Education and Information Technologies (EAIT) has been a leading journal in education & educational research since 1996. To celebrate its 25th anniversary and ... As Provided

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Academic Journal

Gamification for Educational Purposes: What Are the Factors Contributing to Varied Effectiveness?

Subjects: Game Based Learning; Program Effectiveness; Educational Games

  • Source: Education and Information Technologies, v27 n1 p891-915 Jan 2022.

  • Abstract: Gamification refers to the use of game-design elements or mechanisms in non-game contexts to promote the expected behaviours. Though theoretically promising, ... As Provided

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