This study seeks to explore what short term goals are relevant to the IS field from the learners’ perspective
Gamification is the application of game design elements in a non-gaming environment to promote outco...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Gamification refers to the use of game mechanics and game dynamics in non-gaming environments and co...
Gamification is a pedagogical technique for enriching the student experience. It has been positioned...
Gamification with meaningful framing is a diegetic gamification approach that goes beyond points, ba...
Gamification is broadly defined as the use of game elements (for example, points, rewards and comp...
Within the last decade there has been an increased use of games for higher education. This study pre...
Gamification is gaining momentum in Higher Education (HE) as scholars begin to enquire what they can...
Current technological advancements urge institutions to generate graduates capable of contributing t...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
This study reviewed past research with regards to gamification and to propose a concept...
Motivation can sometimes be a problem for learners, especially when they do not find the purpose of ...
Gamification, implementing elements typically found in games in non-game contexts, has recently know...
As a precursor to the development of a gamified system to improve learning outcomes, we investigate ...
The term gamification was first brought up a game designer Nick Pelling back in 2004, (Rughini?, 201...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Gamification refers to the use of game mechanics and game dynamics in non-gaming environments and co...
Gamification is a pedagogical technique for enriching the student experience. It has been positioned...
Gamification with meaningful framing is a diegetic gamification approach that goes beyond points, ba...
Gamification is broadly defined as the use of game elements (for example, points, rewards and comp...
Within the last decade there has been an increased use of games for higher education. This study pre...
Gamification is gaining momentum in Higher Education (HE) as scholars begin to enquire what they can...
Current technological advancements urge institutions to generate graduates capable of contributing t...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
This study reviewed past research with regards to gamification and to propose a concept...
Motivation can sometimes be a problem for learners, especially when they do not find the purpose of ...
Gamification, implementing elements typically found in games in non-game contexts, has recently know...
As a precursor to the development of a gamified system to improve learning outcomes, we investigate ...
The term gamification was first brought up a game designer Nick Pelling back in 2004, (Rughini?, 201...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Gamification refers to the use of game mechanics and game dynamics in non-gaming environments and co...