Purpose – Gamification or related concepts such as serious games and playful design are discussed intensively in the field of academic education. Since 2011, gamification has continuously been recorded as a medium-term trend of online education in the annually published Horizon Report. In all areas in which engagement, participation, and motivation of individuals are the key success factors, strategies of gamification are considered. But, what are potentials of gamification in the field of higher education? How can educational technologies such as learning management systems be gamified? An essential part of this article is a study regarding the gamification of the learning management system OPAL. Design/methodology/approach – Based on a ma...
AbstractThe following paper presents the model for introduction of gamification into the field of e-...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
Purpose – Gamification or related concepts such as serious games and playful design are discussed in...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Gamification is a learning technique through which the mechanism of games is transferred to the educ...
Games have become popular in today’s media. Along with games, gamification has become popular in man...
This study reviewed past research with regards to gamification and to propose a concept...
'Gamification' is the implementation of game elements into non-game settings. In education, the purp...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
Learner's motivation difficulties are recognized as a problem in diverse educational scenarios, reac...
International audienceThis study aimed to identify the feasibility and expediency of gamifying activ...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
Gamification is a genre of social interaction that concerns those in fields like academia, as well a...
AbstractThe following paper presents the model for introduction of gamification into the field of e-...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
Purpose – Gamification or related concepts such as serious games and playful design are discussed in...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Gamification is a learning technique through which the mechanism of games is transferred to the educ...
Games have become popular in today’s media. Along with games, gamification has become popular in man...
This study reviewed past research with regards to gamification and to propose a concept...
'Gamification' is the implementation of game elements into non-game settings. In education, the purp...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
Learner's motivation difficulties are recognized as a problem in diverse educational scenarios, reac...
International audienceThis study aimed to identify the feasibility and expediency of gamifying activ...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
Gamification is a genre of social interaction that concerns those in fields like academia, as well a...
AbstractThe following paper presents the model for introduction of gamification into the field of e-...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...