A systematic review uses a rigorous set of criteria for selecting published and available studies. This paper presents a systematic review on gamification and game-based learning in the Education Resources Information Center (ERIC) database. Once the review question has been defined, we set the keywords and their combinations, the inclusion and exclusion criteria and the review protocol. After developing our search strategy, we found 26,442 articles, but when applying the inclusion and exclusion criteria, 7 articles remained for data extraction. The content analysis of these 7 articles allowed us to design three major categories: (i) teachers, (ii) students and (iii) parents. The data analysis on gamification and game-based learning address...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
Gamification is a term that refers to the use of game elements in\ud non-game contexts with the goal...
Gamification has become a new trend in learning in the 21st century, by utilizing technology with ga...
Gamification and Learning Environments - Protocol for a Systematic Literature Review Supplement of ...
This is the author accepted manuscript. The final version is available from Elsevier via the DOI in ...
Gamification and Learning Environments - Protocol for a Systematic Literature Review Supplement of ...
© 2019, Kassel University Press GmbH. Gamification is the use of game design elements in non-game co...
Gamification is the use of game design elements in non-game contexts and it is gaining momentum in a...
Gamification has become the most popular topic of the last few years. Studies in gamification area a...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Learner's motivation difficulties are recognized as a problem in diverse educational scenarios, reac...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
In the educational context, gamification has emerged as an effective strategy to enhance learning an...
This review paper analyses authors who used gamified e-learning systems in higher education. Their t...
Information technology has brought us a great deal of technological advancement, opening up endless ...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
Gamification is a term that refers to the use of game elements in\ud non-game contexts with the goal...
Gamification has become a new trend in learning in the 21st century, by utilizing technology with ga...
Gamification and Learning Environments - Protocol for a Systematic Literature Review Supplement of ...
This is the author accepted manuscript. The final version is available from Elsevier via the DOI in ...
Gamification and Learning Environments - Protocol for a Systematic Literature Review Supplement of ...
© 2019, Kassel University Press GmbH. Gamification is the use of game design elements in non-game co...
Gamification is the use of game design elements in non-game contexts and it is gaining momentum in a...
Gamification has become the most popular topic of the last few years. Studies in gamification area a...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Learner's motivation difficulties are recognized as a problem in diverse educational scenarios, reac...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
In the educational context, gamification has emerged as an effective strategy to enhance learning an...
This review paper analyses authors who used gamified e-learning systems in higher education. Their t...
Information technology has brought us a great deal of technological advancement, opening up endless ...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
Gamification is a term that refers to the use of game elements in\ud non-game contexts with the goal...
Gamification has become a new trend in learning in the 21st century, by utilizing technology with ga...