Gamification, the use of game elements in non game contexts, is becoming widely used in the educational field to enhance learner engagement, motivation, and performance. Many current approaches propose systems where learners use the same game elements. However, recent studies show that learners react differently to different game elements, and that learner motivation, engagement, and performance can vary greatly depending on individual characteristics such as personality, game preferences, and motivation for the learning activity. Results indicate that in some cases game elements that are not adapted to learners can at best fail to motivate them, and at worst demotivate them. Therefore, adapting game elements to individual learner preferenc...
The aim of this study is to demonstrate the impact of the gamification of learning on the motivation...
This study enhances an ecological approach of the motivated behaviour of learners in their 9th class...
International audienceThis study investigates the effect of a generic ludic environment on learners’...
Gamification, the use of game elements in non game contexts, is becoming widely used in the educatio...
La ludification, l'utilisation des éléments de jeux dans des contextes non-jeux, devient de plus en ...
Gamification of learning environments is becoming a widely used approach to address the lack of lear...
Gamification is increasingly used to address the lack of learner motivation. However, gamification s...
International audienceMany learning environments are deserted by the learners, even if they are effe...
(ATIEF A)National audienceGamification is increasingly used to address the lack of learner motivatio...
National audienceMany learning environments are swiftly abandoned by the learners, even if they are ...
(Scimago Q1, ATIEF A+)International audienceIn spite of their effectiveness, learning environments o...
International audienceGamification is widely used to increase learner motivation when using a learni...
International audienceThe gamification approach is often used in educational settings, with widely v...
(Scimago Q2, ATIEF B)International audienceBackground. Many learning environments are quickly desert...
International audienceGamification, defined as the use of game elements in non game situations, is a...
The aim of this study is to demonstrate the impact of the gamification of learning on the motivation...
This study enhances an ecological approach of the motivated behaviour of learners in their 9th class...
International audienceThis study investigates the effect of a generic ludic environment on learners’...
Gamification, the use of game elements in non game contexts, is becoming widely used in the educatio...
La ludification, l'utilisation des éléments de jeux dans des contextes non-jeux, devient de plus en ...
Gamification of learning environments is becoming a widely used approach to address the lack of lear...
Gamification is increasingly used to address the lack of learner motivation. However, gamification s...
International audienceMany learning environments are deserted by the learners, even if they are effe...
(ATIEF A)National audienceGamification is increasingly used to address the lack of learner motivatio...
National audienceMany learning environments are swiftly abandoned by the learners, even if they are ...
(Scimago Q1, ATIEF A+)International audienceIn spite of their effectiveness, learning environments o...
International audienceGamification is widely used to increase learner motivation when using a learni...
International audienceThe gamification approach is often used in educational settings, with widely v...
(Scimago Q2, ATIEF B)International audienceBackground. Many learning environments are quickly desert...
International audienceGamification, defined as the use of game elements in non game situations, is a...
The aim of this study is to demonstrate the impact of the gamification of learning on the motivation...
This study enhances an ecological approach of the motivated behaviour of learners in their 9th class...
International audienceThis study investigates the effect of a generic ludic environment on learners’...