Gamification is game aspects, such as experience points or badges, applied to non-game settings by incorporating technology into the classroom to aid classroom instruction. This review examines the effects of gamification on student engagement and motivation in K-12 and undergraduate classrooms. Twenty-two peer-reviewed studies published between 2007 to 2018 were analyzed in this review. The reviewed research indicates that students’ engagement and motivation was affected, either positively or negatively, when gamification was included. Therefore, future research was recommended on the effects of gamification on K-6 students to analyze whether there is an effect on this age level, because the research discovered focused primarily on undergr...
Plenty of research has been carried out in order to determine the effect of gamification on learner ...
Gamification incorporates game-elements in non-gaming situations to enhance student engagement and d...
Gamification has become a new trend in learning in the 21st century, by utilizing technology with ga...
Gamification is game aspects, such as experience points or badges, applied to non-game settings by i...
Gamification can be used to motivate students in the classroom. This review examines the effects of ...
This literature review investigates the ways and means schools have attempted to influence motivatio...
Gamification is gaining momentum in Higher Education (HE) as scholars begin to enquire what they can...
WOS: 000406134100005The aim of the current work is to assess the challenges that gamification in edu...
ABSTRACT The aim of the current work is to assess the challenges that gamification in education are...
The digital revolution is causing the new generations to demand new ways of learning. Motivating stu...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
Gamification aims to enhance the educational experience by enabling students to have fun with techno...
This study reviewed past research with regards to gamification and to propose a concept...
Gamification is to use game elements in a non-game context to increase engagement between human and ...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
Plenty of research has been carried out in order to determine the effect of gamification on learner ...
Gamification incorporates game-elements in non-gaming situations to enhance student engagement and d...
Gamification has become a new trend in learning in the 21st century, by utilizing technology with ga...
Gamification is game aspects, such as experience points or badges, applied to non-game settings by i...
Gamification can be used to motivate students in the classroom. This review examines the effects of ...
This literature review investigates the ways and means schools have attempted to influence motivatio...
Gamification is gaining momentum in Higher Education (HE) as scholars begin to enquire what they can...
WOS: 000406134100005The aim of the current work is to assess the challenges that gamification in edu...
ABSTRACT The aim of the current work is to assess the challenges that gamification in education are...
The digital revolution is causing the new generations to demand new ways of learning. Motivating stu...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
Gamification aims to enhance the educational experience by enabling students to have fun with techno...
This study reviewed past research with regards to gamification and to propose a concept...
Gamification is to use game elements in a non-game context to increase engagement between human and ...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
Plenty of research has been carried out in order to determine the effect of gamification on learner ...
Gamification incorporates game-elements in non-gaming situations to enhance student engagement and d...
Gamification has become a new trend in learning in the 21st century, by utilizing technology with ga...