Virtual games represent one of the most important contemporary possibilities to enhance learning processes in educational environments. There is ample evidence of their applications in teaching cultural aspects, citizenship, science, and the development of critical thinking, among many others. However, despite the scientific support, many questions arise about the effectiveness of gamification in education. Most studies and reviews of empirical studies on gamification indicate that they generally have a positive effect on motivation, concentration, and other cognitive aspects, as well as on interaction and prosocial behavior. However, there are gaps in terms of purposes and outcomes between gamification and the application of serious games....
One of the most interesting and disruptive trends in the current elearning scenario is gamification,...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
Gamification is a genre of social interaction that concerns those in fields like academia, as well a...
Abstract Gamification of education is a developing approach for increasing learners’ motivation and ...
Gamification, implementing elements typically found in games in non-game contexts, has recently know...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...
The game has always represented a role of fundamental importance in the activation of learning proce...
The game has always represented a role of fundamental importance in the activation of learning proce...
The game has always represented a role of fundamental importance in the activation of learning proce...
The game has always represented a role of fundamental importance in the activation of learning proce...
The game has always represented a role of fundamental importance in the activation of learning proce...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
One of the most interesting and disruptive trends in the current elearning scenario is gamification,...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
Gamification is a genre of social interaction that concerns those in fields like academia, as well a...
Abstract Gamification of education is a developing approach for increasing learners’ motivation and ...
Gamification, implementing elements typically found in games in non-game contexts, has recently know...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...
This paper is a quantitative literary review about serious games (SGs). It investigates two main que...
The game has always represented a role of fundamental importance in the activation of learning proce...
The game has always represented a role of fundamental importance in the activation of learning proce...
The game has always represented a role of fundamental importance in the activation of learning proce...
The game has always represented a role of fundamental importance in the activation of learning proce...
The game has always represented a role of fundamental importance in the activation of learning proce...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
One of the most interesting and disruptive trends in the current elearning scenario is gamification,...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
Gamification is a genre of social interaction that concerns those in fields like academia, as well a...