Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has increased in the field of education, due to its potential to enhance learning performance. Yet, the majority of available research rather focuses on the evaluation of motivation and engagement as key dependent variables. Hence, the purpose of this study is to review available studies on gamification, with an exclusive focus on learning performance as the key dependent variable. Through a systematic search and selection process, building on "Web of Science" articles and by considering studies between 2000 and 2016 related to gamification and learning, 582 articles were identified. Further inclusion and exclusion criteria, regarding setting (e...
Gamification has become a new trend in learning in the 21st century, by utilizing technology with ga...
Gamification helps to make learning fun and motivate students by attracting the attention of student...
Gamification is a term that refers to the use of game elements in\ud non-game contexts with the goal...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
Abstract Gamification of education is a developing approach for increasing learners’ motivation and ...
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...
This paper will review the literature on gamification and aim to apply principles of analysis for s...
This paper will review the literature on gamification and aim to apply principles of analysis for s...
This paper will review the literature on gamification and aim to apply principles of analysis for s...
This paper will review the literature on gamification and aim to apply principles of analysis for s...
[EN] This paper focuses on a fairly new motivational technique, the so-called Gamification, which co...
[EN] This paper focuses on a fairly new motivational technique, the so-called Gamification, which co...
Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in educat...
Gamification has become a new trend in learning in the 21st century, by utilizing technology with ga...
Gamification helps to make learning fun and motivate students by attracting the attention of student...
Gamification is a term that refers to the use of game elements in\ud non-game contexts with the goal...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
Abstract Gamification of education is a developing approach for increasing learners’ motivation and ...
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...
This paper will review the literature on gamification and aim to apply principles of analysis for s...
This paper will review the literature on gamification and aim to apply principles of analysis for s...
This paper will review the literature on gamification and aim to apply principles of analysis for s...
This paper will review the literature on gamification and aim to apply principles of analysis for s...
[EN] This paper focuses on a fairly new motivational technique, the so-called Gamification, which co...
[EN] This paper focuses on a fairly new motivational technique, the so-called Gamification, which co...
Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in educat...
Gamification has become a new trend in learning in the 21st century, by utilizing technology with ga...
Gamification helps to make learning fun and motivate students by attracting the attention of student...
Gamification is a term that refers to the use of game elements in\ud non-game contexts with the goal...