The gamification of learning is one of the educational paths to inspire the learner to learn by using video game design and game elements in learning (Dicheva, Dichev, Agre, & Angelova, 2015; Kapp, 2012). This educational path is viewed as one of the forthcoming teaching and learning approach that suitable for current younger generation, generation Z (Nah, Zeng, Telaprolu, Ayyappa, & Eschenbrenner, 2014; Sandusky, 2018). Generation Z is defined as the people that born between 1995 to the year 2012. This generation is growing up with highly sophisticated media and computer environment. This makes them be more savvy and expert in technology(Cruz Expósito, 2017; Engel Bromwich, 2018). The main objective to use gamification as part of the educ...
Gamification is gaining momentum in Higher Education (HE) as scholars begin to enquire what they can...
In the last few years, gamification studies have increased in the field of education and digital tec...
This study delves into the transformative potential of gamification within the realm of education by...
[[abstract]]Gamification provides a practical approach to improving learning processes, especially t...
This study examines the appeal and success of digital gaming. It notes the past and present studies ...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Gamification is gaining momentum as an educational innovation to motivate and to engage students in ...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Gamification is the use of game design elements in non-game contexts and is gaining momentum in a wi...
During the past years, gamification has become an influential trend in technology and the promises a...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Innovative new digital technologies arise within the field of education every day. There seems to be...
Gamification is defined as the use of game design elements in non-game contexts and aims to change t...
This paper explains the usage of digital media instruction as factors to evaluate the learners' perc...
Gamification can be a powerful educational tool, and has shown potential to increase student motivat...
Gamification is gaining momentum in Higher Education (HE) as scholars begin to enquire what they can...
In the last few years, gamification studies have increased in the field of education and digital tec...
This study delves into the transformative potential of gamification within the realm of education by...
[[abstract]]Gamification provides a practical approach to improving learning processes, especially t...
This study examines the appeal and success of digital gaming. It notes the past and present studies ...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Gamification is gaining momentum as an educational innovation to motivate and to engage students in ...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Gamification is the use of game design elements in non-game contexts and is gaining momentum in a wi...
During the past years, gamification has become an influential trend in technology and the promises a...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Innovative new digital technologies arise within the field of education every day. There seems to be...
Gamification is defined as the use of game design elements in non-game contexts and aims to change t...
This paper explains the usage of digital media instruction as factors to evaluate the learners' perc...
Gamification can be a powerful educational tool, and has shown potential to increase student motivat...
Gamification is gaining momentum in Higher Education (HE) as scholars begin to enquire what they can...
In the last few years, gamification studies have increased in the field of education and digital tec...
This study delves into the transformative potential of gamification within the realm of education by...