We evaluated the use of gamification to facilitate a student- centered learning environment within an undergraduate Year 2 Personal and Professional Development (PPD) course. In addition to face-to-face classroom practices, an information technology-based gamified system with a range of online learning activities was presented to students as support material. The implementation of the gamified course lasted two academic terms. The subsequent evaluation from a cohort of 136 students indicated that student performance was significantly higher among those who participated in the gamified system than in those who engaged with the nongamified, traditional delivery, while behavioral engagement in online learning activities was positively related ...
Student engagement and student outcomes in Higher Education continue to be the subject of academic c...
The field of education was distinctly affected by the development of information and communication t...
Gamification, the application of game elements to non-game situations, has gained traction in educat...
We investigate the extent to which the use of gamification in blended learning influences student en...
peer-reviewedGamification is presented in the literature as a pedagogical innovation that may increa...
The Higher education system has been facing some difficulties to attract the millennial generation i...
[EN] The usage of gamification in online educational systems has grown considerably over the last se...
Evolutions in technology have changed the day-to-day especially in education.The ways of teaching an...
Evolutions in technology have changed the day-to-day especially in education. The ways of teaching a...
This study delves into the transformative potential of gamification within the realm of education by...
This paper investigates the efficacy of gamifying educational resources to increase student engageme...
The purpose of this project was to examine the role of Gamification in increasing first year student...
Teachers and educational institutions are attempting to find an appropriate strategy to motivate as ...
Innovative new digital technologies arise within the field of education every day. There seems to be...
Learners in the Higher Education context who engage with computer-based gamified learning systems of...
Student engagement and student outcomes in Higher Education continue to be the subject of academic c...
The field of education was distinctly affected by the development of information and communication t...
Gamification, the application of game elements to non-game situations, has gained traction in educat...
We investigate the extent to which the use of gamification in blended learning influences student en...
peer-reviewedGamification is presented in the literature as a pedagogical innovation that may increa...
The Higher education system has been facing some difficulties to attract the millennial generation i...
[EN] The usage of gamification in online educational systems has grown considerably over the last se...
Evolutions in technology have changed the day-to-day especially in education.The ways of teaching an...
Evolutions in technology have changed the day-to-day especially in education. The ways of teaching a...
This study delves into the transformative potential of gamification within the realm of education by...
This paper investigates the efficacy of gamifying educational resources to increase student engageme...
The purpose of this project was to examine the role of Gamification in increasing first year student...
Teachers and educational institutions are attempting to find an appropriate strategy to motivate as ...
Innovative new digital technologies arise within the field of education every day. There seems to be...
Learners in the Higher Education context who engage with computer-based gamified learning systems of...
Student engagement and student outcomes in Higher Education continue to be the subject of academic c...
The field of education was distinctly affected by the development of information and communication t...
Gamification, the application of game elements to non-game situations, has gained traction in educat...