Engagement in online programs is difficult to maintain. Gamification is the recent trend that offers to increase engagement through the inclusion of game-like features like points and badges, in non-game contexts. This review will answer the following question, 'Are gamification strategies effective in increasing engagement in online programs?'Eight databases (Web of Science, PsycINFO, Medline, INSPEC, ERIC, Cochrane Library, Business Source Complete and ACM Digital Library) were searched from 2010 to the 28th of October 2015 using a comprehensive search strategy. Eligibility criteria was based on the PICOS format, where "population" included adults, "intervention" involved an online program or smart phone application that included at least...
“Gamified” active learning has been shown to increase students’ academic performance, engagement, an...
The study in this research has demonstrated the effectiveness of gamification in changing user behav...
Gamification aims to enhance the educational experience by enabling students to have fun with techno...
Engagement in online programs is difficult to maintain. Gamification is the recent trend that offers...
Background Engagement in online programs is difficult to maintain. Gamification is the recent trend ...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
The focus of this research is on the intersection of user adoption and gamification. User adoption i...
Gamification, or the use of game elements in non-game environments, is a field which has been growin...
The trend of employing game mechanisms and techniques in non-game contexts, gamification, has dramat...
Gamification does not mean using games, instead it refers to using game mechanisms or elements in co...
In spite of the unprecedented popularity to use innovative gaming concepts within the educational co...
Gamification has been gaining increasing acceptability in recent times in educational and commercial...
Gamification is a motivation approach that has increasingly been utilized in a variety of applicatio...
“Gamified” active learning has been shown to increase students’ academic performance, engagement, an...
The study in this research has demonstrated the effectiveness of gamification in changing user behav...
Gamification aims to enhance the educational experience by enabling students to have fun with techno...
Engagement in online programs is difficult to maintain. Gamification is the recent trend that offers...
Background Engagement in online programs is difficult to maintain. Gamification is the recent trend ...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
The focus of this research is on the intersection of user adoption and gamification. User adoption i...
Gamification, or the use of game elements in non-game environments, is a field which has been growin...
The trend of employing game mechanisms and techniques in non-game contexts, gamification, has dramat...
Gamification does not mean using games, instead it refers to using game mechanisms or elements in co...
In spite of the unprecedented popularity to use innovative gaming concepts within the educational co...
Gamification has been gaining increasing acceptability in recent times in educational and commercial...
Gamification is a motivation approach that has increasingly been utilized in a variety of applicatio...
“Gamified” active learning has been shown to increase students’ academic performance, engagement, an...
The study in this research has demonstrated the effectiveness of gamification in changing user behav...
Gamification aims to enhance the educational experience by enabling students to have fun with techno...