Gamification has gained traction in recent years as an effective way of engaging users to perform actions in contexts that would otherwise be considered tedious and undesirable. Education is an area in which user engagement could have the greatest impact on success, with some advantages for students being improved grades or better comprehension. The authors of this paper have de-signed and implemented a three part system for gamifying a social learning environment designed for use in higher educ ation lecture classrooms. Our goal in doing so is to foster greater user engagement from the students using the system and thereby promote an environment better suited for active learning
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
3D Education, Engaging, Gamification, Learning Management System, Mixed-Methods Evaluation, Oculus R...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
This study reviewed past research with regards to gamification and to propose a concept...
One of the most interesting and disruptive trends in the current elearning scenario is gamification,...
Over the past few years the application of educational technology in the classroom setting has been ...
Gamification is a genre of social interaction that concerns those in fields like academia, as well a...
Many researchers have attempted to utilize gamification to increase student engagement, motivation a...
Gamification is a learning technique through which the mechanism of games is transferred to the educ...
New generations of students are highly involved with technology. Therefore, while coming to traditio...
The rapid advancement of technologies and the growing amount of information exchange provide new app...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
Gamification can be a powerful educational tool, and has shown potential to increase student motivat...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
3D Education, Engaging, Gamification, Learning Management System, Mixed-Methods Evaluation, Oculus R...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
This study reviewed past research with regards to gamification and to propose a concept...
One of the most interesting and disruptive trends in the current elearning scenario is gamification,...
Over the past few years the application of educational technology in the classroom setting has been ...
Gamification is a genre of social interaction that concerns those in fields like academia, as well a...
Many researchers have attempted to utilize gamification to increase student engagement, motivation a...
Gamification is a learning technique through which the mechanism of games is transferred to the educ...
New generations of students are highly involved with technology. Therefore, while coming to traditio...
The rapid advancement of technologies and the growing amount of information exchange provide new app...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
Gamification can be a powerful educational tool, and has shown potential to increase student motivat...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
3D Education, Engaging, Gamification, Learning Management System, Mixed-Methods Evaluation, Oculus R...