Gamification is a term that refers to the use of game elements in\ud non-game contexts with the goal of engaging people in a variety of\ud tasks. There is a growing interest in gamification as well as its\ud applications and implications in the field of Education since it\ud provides an alternative to engage and motivate students during the\ud process of learning. Despite this increasing interest, to the best of\ud our knowledge, there are no studies that cover and classify the types\ud of research being published and the most investigated topics in the\ud area. As a first step towards bridging this gap, we carried out a\ud systematic mapping to synthesize an overview of the area. We went\ud through 357 papers on gamification. Among them, 4...
This work’s objective is to present the results of a systematic mapping that explored gamification i...
One of the most interesting and disruptive trends in the current elearning scenario is gamification,...
This paper will review the literature on gamification and aim to apply principles of analysis for s...
Abstract Gamification of education is a developing approach for increasing learners’ motivation and ...
Gamification is a genre of social interaction that concerns those in fields like academia, as well a...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
'Gamification' is the implementation of game elements into non-game settings. In education, the purp...
Many researchers consider Gamification as a powerful way to improve education. Many studies show imp...
Gamification is a technique that incorporates game elements into everyday activities in order to inc...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Gamification is a pedagogical technique for enriching the student experience. It has been positioned...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
Gamification refers to the application of game dynamics, mechanics, and frameworks into non-game set...
This work’s objective is to present the results of a systematic mapping that explored gamification i...
One of the most interesting and disruptive trends in the current elearning scenario is gamification,...
This paper will review the literature on gamification and aim to apply principles of analysis for s...
Abstract Gamification of education is a developing approach for increasing learners’ motivation and ...
Gamification is a genre of social interaction that concerns those in fields like academia, as well a...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
'Gamification' is the implementation of game elements into non-game settings. In education, the purp...
Many researchers consider Gamification as a powerful way to improve education. Many studies show imp...
Gamification is a technique that incorporates game elements into everyday activities in order to inc...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Gamification is a pedagogical technique for enriching the student experience. It has been positioned...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
Gamification refers to the application of game dynamics, mechanics, and frameworks into non-game set...
This work’s objective is to present the results of a systematic mapping that explored gamification i...
One of the most interesting and disruptive trends in the current elearning scenario is gamification,...
This paper will review the literature on gamification and aim to apply principles of analysis for s...