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Academic Journal

The Impact of Applying Challenge-Based Gamification Program on Students' Learning Outcomes: Academic Achievement, Motivation and Flow

Subjects: Gamification; Outcomes of Education; Academic Achievement

  • Source: Education and Information Technologies, v28 n8 p10053-10078 Aug 2023.

  • Abstract: Despite the growing attention towards gamification in learning context, challenge-based gamification application has ... As Provided

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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

The Usability Evaluation on Mobile Learning Apps with Gamification for Middle-Aged Women

Subjects: Usability; Handheld Devices; Electronic Learning

  • Source: Education and Information Technologies, v28 n1 p1189-1210 Jan 2023.

  • Abstract: Mobile learning and gamification are becoming increasingly popular, especially in education. Numerous researches suggest that mobile As Provided

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Academic Journal

Integrating Gamification and Instructional Design to Enhance Usability of Online Learning

Subjects: Gamification; Instructional Design; Usability

  • Source: Education and Information Technologies, v28 n2 p2187-2206 Feb 2023.

  • Abstract: The current study investigates the interaction of Gamification, and Instructional Design to enhance the Usability of e-LearningAs Provided

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Academic Journal

Would Gamification Affect High and Low Achievers Differently? A Study on the Moderating Effects of Academic Achievement Level

Subjects: College Students; Private Colleges; Foreign CountriesMalaysia

  • Source: Education and Information Technologies, v28 n7 p8075-8095 Jul 2023.

  • Abstract: Gamification has been reported to increase learning motivation and produce positive learning behaviors ... As Provided

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Academic Journal

Tailored Gamification in Education: A Literature Review and Future Agenda

Subjects: Gamification; Game Based Learning; Educational Games

  • Source: Education and Information Technologies, v28 n1 p373-406 Jan 2023.

  • Abstract: Gamification has been widely used to design better educational systems aiming to increase students' concentration, motivation, engagement, flow experience, and others ... As Provided

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Academic Journal

Does Gender Stereotype Threat Affects the Levels of Aggressiveness, Learning and Flow in Gamified Learning Environments?: An Experimental Study

Subjects: Sex Stereotypes; Technology Uses in Education; Gamification

  • Source: Education and Information Technologies, v28 n2 p1637-1662 Feb 2023.

  • Abstract: Studies in the literature reported several positive benefits provided by the use of technology in online education, especially in the gamified tutoring system. However, despite ... As Provided

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Academic Journal

Analytics-Enabled Authentic Assessment Design Approach for Digital Education

Subjects: Performance Based Assessment; Design; Electronic Learning

  • Source: Education and Information Technologies, v28 n7 p9025-9048 Jul 2023.

  • Abstract: There are known issues in authentic assessment design practices in digital education, which include the lack of freedom-of-choice, lack of focus on the multimodal nature ... 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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