Gamification is a motivation approach that has increasingly been utilized in a variety of application domains, including technology-enhanced education, to reinforce positive user experiences. Existing research has identified benefits and drawbacks of designing gamified software for different purposes, but little has been explored about the impact that individual gamification elements can have on the learning experience of students in secondary schools. Although many pedagogical approaches have been integrated into educational software to enhance learning outcomes, motivating students through cognitively demanding activities—such as questioning—remains challenging. Gamification can address this challenge by enabling students to enjoy using e...
The term "gamification" is used to describe the practice of incorporating game elements into non-gam...
Gamification, applied to educational contexts, can increase the motivation and engagement of student...
Nowadays, when there are lots of different sources of information, where you can learn everything, t...
Gamification aims to enhance the educational experience by enabling students to have fun with techno...
The digital revolution is causing the new generations to demand new ways of learning. Motivating stu...
In spite of the unprecedented popularity to use innovative gaming concepts within the educational co...
Over the last decade gamification has been emerging as an engaging technology to promote learning. H...
Gamification has been gaining increasing acceptability in recent times in educational and commercial...
“Gamified” active learning has been shown to increase students’ academic performance, engagement, an...
Lack of motivation is an issue for some learners. If they do not find the course materials engaging,...
In this research, gamification techniques were investigated on how they could be effectively used in...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
[EN] The usage of gamification in online educational systems has grown considerably over the last se...
Gamification, namely applying game-like thinking to non-game applications, has been becoming a commo...
In the education industry, lecturers are finding ways to improve students’ concentrations and grad...
The term "gamification" is used to describe the practice of incorporating game elements into non-gam...
Gamification, applied to educational contexts, can increase the motivation and engagement of student...
Nowadays, when there are lots of different sources of information, where you can learn everything, t...
Gamification aims to enhance the educational experience by enabling students to have fun with techno...
The digital revolution is causing the new generations to demand new ways of learning. Motivating stu...
In spite of the unprecedented popularity to use innovative gaming concepts within the educational co...
Over the last decade gamification has been emerging as an engaging technology to promote learning. H...
Gamification has been gaining increasing acceptability in recent times in educational and commercial...
“Gamified” active learning has been shown to increase students’ academic performance, engagement, an...
Lack of motivation is an issue for some learners. If they do not find the course materials engaging,...
In this research, gamification techniques were investigated on how they could be effectively used in...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
[EN] The usage of gamification in online educational systems has grown considerably over the last se...
Gamification, namely applying game-like thinking to non-game applications, has been becoming a commo...
In the education industry, lecturers are finding ways to improve students’ concentrations and grad...
The term "gamification" is used to describe the practice of incorporating game elements into non-gam...
Gamification, applied to educational contexts, can increase the motivation and engagement of student...
Nowadays, when there are lots of different sources of information, where you can learn everything, t...