A Content Analysis and Meta-Analysis on the Effects of Classcraft on Gamification Learning Experiences in terms of Learning Achievement and Motivation.
EFFECTIVENESS OF BLENDED ACTIVE LEARNING FRAMEWORK USING BRING YOUR OWN DEVICE LEARNING (BYODL), PROJECT BASED LEARNING (PPBL) AND GAMIFICATION LEARNING (GL).
The effects of students' motivation, cognitive load and learning anxiety in gamification software engineering education: a structural equation modeling study.
A Design of Personal Learning Network on Social Networking Tools with Gamification for Professional Experience.
The Effects of Learning Styles and Meaningful Learning on the Learning Achievement of Gamification Health Education Curriculum
A Novel Hybrid Learning Achievement Prediction Model: A Case Study in Gamification Education Applications (APPs).
Applying gamification to improve the quality of teaching and learning of Chemistry in high schools: A case study of Indonesia.