International audienceGamification, the use of game elements in non-game settings, is more and more used in education to increase learner motivation, engagement , and performance. Recent research in the gamification field suggests that to be effective, the game elements should be tailored to learners. In this paper, we perform an in-depth literature review on adap-tive gamification in education in order to provide a synthesis of current trends and developments in this field. Our literature review addresses 3 research questions: (1) What are the current kinds of contributions to the field? (2) What do the current contributions base their adaptation on, and what is the effect of this adaptation on the gamified system? (3) What is the impact o...
International audienceGamification is widely used to increase learner motivation when using a learni...
Gamification is a technique that incorporates game elements into everyday activities in order to inc...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
One of the most interesting and disruptive trends in the current elearning scenario is gamification,...
Abstract Gamification of education is a developing approach for increasing learners’ motivation and ...
Gamification is a term that refers to the use of game elements in\ud non-game contexts with the goal...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
Gamification is a genre of social interaction that concerns those in fields like academia, as well a...
International audienceThe gamification approach is often used in educational settings, with widely v...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
Gamification and Learning Environments - Protocol for a Systematic Literature Review Supplement of ...
Gamification and Learning Environments - Protocol for a Systematic Literature Review Supplement of ...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
International audienceMany learning environments are swiftly abandoned by the learners, even if they...
International audienceGamification is widely used to increase learner motivation when using a learni...
Gamification is a technique that incorporates game elements into everyday activities in order to inc...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
One of the most interesting and disruptive trends in the current elearning scenario is gamification,...
Abstract Gamification of education is a developing approach for increasing learners’ motivation and ...
Gamification is a term that refers to the use of game elements in\ud non-game contexts with the goal...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
Gamification is a genre of social interaction that concerns those in fields like academia, as well a...
International audienceThe gamification approach is often used in educational settings, with widely v...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
Gamification and Learning Environments - Protocol for a Systematic Literature Review Supplement of ...
Gamification and Learning Environments - Protocol for a Systematic Literature Review Supplement of ...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
International audienceMany learning environments are swiftly abandoned by the learners, even if they...
International audienceGamification is widely used to increase learner motivation when using a learni...
Gamification is a technique that incorporates game elements into everyday activities in order to inc...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...