Gamification has become the most popular topic of the last few years. Studies in gamification area are examined based on certain different criteria in this study and content analysis method was used in order to identify trends in this area. Web of Science were scanned through using gamification as keyword without year restriction. A total number of 313 studies were regarded as appropriate for the aim of the study and examined. It is seen that research in this area have begun in 2011 and increased every year. It is also seen that motivational theories are mostly preferred in the studies conducted in gamification area. It was determined that goal-duty, reward and progression sticks are the mostly used components as game components. It is seen...
Gamification has been applied in different levels of education (elementary, high school, university)...
Gamification is a term that refers to the use of game elements in\ud non-game contexts with the goal...
Gamification refers to the use of game mechanics and game dynamics in non-gaming environments and co...
There are many elements in games which motivate and entertain players and connect them to the game. ...
Gamification is a technique that incorporates game elements into everyday activities in order to inc...
Abstract Gamification of education is a developing approach for increasing learners’ motivation and ...
Introduction: Gamification is the use of game mechanisms in non-gaming contexts in order to increase...
Gamification involves incorporating elements of online games, such as points, leaderboards, and badg...
Information technology has brought us a great deal of technological advancement, opening up endless ...
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 ...
This is the author accepted manuscript. The final version is available from Elsevier via the DOI in ...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
Gamification has been widely adopted in many areas, including in the educational context. The studen...
Evolutions in technology have changed the day-to-day especially in education. The ways of teaching a...
Gamification has been applied in different levels of education (elementary, high school, university)...
Gamification is a term that refers to the use of game elements in\ud non-game contexts with the goal...
Gamification refers to the use of game mechanics and game dynamics in non-gaming environments and co...
There are many elements in games which motivate and entertain players and connect them to the game. ...
Gamification is a technique that incorporates game elements into everyday activities in order to inc...
Abstract Gamification of education is a developing approach for increasing learners’ motivation and ...
Introduction: Gamification is the use of game mechanisms in non-gaming contexts in order to increase...
Gamification involves incorporating elements of online games, such as points, leaderboards, and badg...
Information technology has brought us a great deal of technological advancement, opening up endless ...
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 ...
This is the author accepted manuscript. The final version is available from Elsevier via the DOI in ...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
Gamification has been widely adopted in many areas, including in the educational context. The studen...
Evolutions in technology have changed the day-to-day especially in education. The ways of teaching a...
Gamification has been applied in different levels of education (elementary, high school, university)...
Gamification is a term that refers to the use of game elements in\ud non-game contexts with the goal...
Gamification refers to the use of game mechanics and game dynamics in non-gaming environments and co...