Gamified learning aims to motivate students using game elements. Although gamification can enhance students’ enjoyment and engagement, it is unclear how different students behave in and interact with gamified contexts. To this end, we analyze how different students interact with a gamified course. We devised such an experimental course on Multimedia Content Production (MCP), and ran it for ten years. At each year, we modified it after students’ feedback from the previous year. We determined student groups applying clustering techniques to learner performance data, independently analyzed the resulting clusters in terms of behavior, engagement, performance, and also compared those pairwise. Our analysis identified four different...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Student engagement and student outcomes in Higher Education continue to be the subject of academic c...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Gamified education is a novel concept, and early trials show its potential to engage students and im...
Educators in classrooms all over the world are focused on integrating and utilizing new technologies...
In the last few years, gamification studies have increased in the field of education and digital tec...
A critical need surfaced for higher education institutions to identify pioneering teaching methods t...
As a precursor to the development of a gamified system to improve learning outcomes, we investigate ...
Does play belong to the learning situation? What kind of sociability is promoted when gamifying educ...
This study aimed to investigate the efficacy of learning gamification in developing sustainable educ...
[[abstract]]Gamification provides a practical approach to improving learning processes, especially t...
The Gamified Learning Theory implies that gamification does not affect learning directly but stimula...
Gamification has now started to take root in the post-secondary classroom. Educators have learned mu...
Gamification is gaining momentum in Higher Education (HE) as scholars begin to enquire what they can...
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...
Student engagement and student outcomes in Higher Education continue to be the subject of academic c...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Gamified education is a novel concept, and early trials show its potential to engage students and im...
Educators in classrooms all over the world are focused on integrating and utilizing new technologies...
In the last few years, gamification studies have increased in the field of education and digital tec...
A critical need surfaced for higher education institutions to identify pioneering teaching methods t...
As a precursor to the development of a gamified system to improve learning outcomes, we investigate ...
Does play belong to the learning situation? What kind of sociability is promoted when gamifying educ...
This study aimed to investigate the efficacy of learning gamification in developing sustainable educ...
[[abstract]]Gamification provides a practical approach to improving learning processes, especially t...
The Gamified Learning Theory implies that gamification does not affect learning directly but stimula...
Gamification has now started to take root in the post-secondary classroom. Educators have learned mu...
Gamification is gaining momentum in Higher Education (HE) as scholars begin to enquire what they can...
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...
Student engagement and student outcomes in Higher Education continue to be the subject of academic c...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...