Applying the engaging and motivating aspects of video games in non-game contexts is known as gamification. Education can benefit from gamification by improving the learning environment to make it more enjoyable and engaging for students. Factors that influence students’ preference for use of gamification are identified. Students are surveyed on their experiences of playing a gamified quiz, named Quick Quiz, during class. Quick Quiz features several gamification elements such as points, progress bars, leader boards, timers, and charts. Data collected from the survey is analysed using Partial Least Squares. Factors including ‘usefulness’, ‘preference for use’, ‘knowledge improvement’, ‘engagement’, ‘immersion’ and ‘enjoyment’ were found to be...
peer-reviewedGamification is presented in the literature as a pedagogical innovation that may increa...
'Gamification' is the implementation of game elements into non-game settings. In education, the purp...
Gamification is defined as the use of game design elements in non-game contexts and aims to change t...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
[[abstract]]Gamification provides a practical approach to improving learning processes, especially t...
The purpose of this project was to examine the role of Gamification in increasing first year student...
As a precursor to the development of a gamified system to improve learning outcomes, we investigate ...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Gamification is a technique that incorporates game elements into everyday activities in order to inc...
Gamification gives opportunities for instructors and majors to attract more students. However, there...
As a precursor to the development of a gamified system to improve learning outcomes, we investigate ...
Gamification is gaining momentum in Higher Education (HE) as scholars begin to enquire what they can...
Gamification has become the most popular topic of the last few years. Studies in gamification area a...
peer-reviewedGamification is presented in the literature as a pedagogical innovation that may increa...
'Gamification' is the implementation of game elements into non-game settings. In education, the purp...
Gamification is defined as the use of game design elements in non-game contexts and aims to change t...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
[[abstract]]Gamification provides a practical approach to improving learning processes, especially t...
The purpose of this project was to examine the role of Gamification in increasing first year student...
As a precursor to the development of a gamified system to improve learning outcomes, we investigate ...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Gamification is a technique that incorporates game elements into everyday activities in order to inc...
Gamification gives opportunities for instructors and majors to attract more students. However, there...
As a precursor to the development of a gamified system to improve learning outcomes, we investigate ...
Gamification is gaining momentum in Higher Education (HE) as scholars begin to enquire what they can...
Gamification has become the most popular topic of the last few years. Studies in gamification area a...
peer-reviewedGamification is presented in the literature as a pedagogical innovation that may increa...
'Gamification' is the implementation of game elements into non-game settings. In education, the purp...
Gamification is defined as the use of game design elements in non-game contexts and aims to change t...