Gamification is increasingly employed in learning environments as a way to increase student motivation and consequent learning outcomes. However, while the research on the effectiveness of gamification in the context of education has been growing, there are blind spots regarding which types of gamification may be suitable for different educational contexts. This study investigates the effects of the challenge-based gamification on learning in the area of statistics education. We developed a gamification approach, called Horses for Courses, which is composed of main game design patterns related to the challenge-based gamification; points, levels, challenges and a leaderboard. Having conducted a 2 (read: yes vs. no) x 2 (gamification: yes vs....
In this mixed method research study, the effect of gamification strategies on students’ cognitive lo...
This study examines the effects of using a gamification tool as a teaching strategy. Specifically, K...
Gamification, or the introduction of game elements to non-game contexts, has the potential to improv...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
Knowledge of Gamification is an educational method to encourage students by using the game method an...
Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in educat...
A critical need surfaced for higher education institutions to identify pioneering teaching methods t...
Abstract Gamification of education is a developing approach for increasing learners’ motivation and ...
Gamification is one of the most significant innovations in technology for interaction between people...
The idea of Gamification is very popular for applying the gaming concept theory in various fields. N...
Universities are looking for solutions to engage more students in STEMdomains and enhance their lear...
Gamifying learning activities can be beneficial as it can better engage students and result in impro...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
Abstract—Well-designed games are good motivators by nature, as they imbue players with clear goals a...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
In this mixed method research study, the effect of gamification strategies on students’ cognitive lo...
This study examines the effects of using a gamification tool as a teaching strategy. Specifically, K...
Gamification, or the introduction of game elements to non-game contexts, has the potential to improv...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
Knowledge of Gamification is an educational method to encourage students by using the game method an...
Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in educat...
A critical need surfaced for higher education institutions to identify pioneering teaching methods t...
Abstract Gamification of education is a developing approach for increasing learners’ motivation and ...
Gamification is one of the most significant innovations in technology for interaction between people...
The idea of Gamification is very popular for applying the gaming concept theory in various fields. N...
Universities are looking for solutions to engage more students in STEMdomains and enhance their lear...
Gamifying learning activities can be beneficial as it can better engage students and result in impro...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
Abstract—Well-designed games are good motivators by nature, as they imbue players with clear goals a...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
In this mixed method research study, the effect of gamification strategies on students’ cognitive lo...
This study examines the effects of using a gamification tool as a teaching strategy. Specifically, K...
Gamification, or the introduction of game elements to non-game contexts, has the potential to improv...