Current technological advancements urge institutions to generate graduates capable of contributing to the industrial world. Information Systems is one of the scientific subjects whose graduates play a significant part in the advancement of modern technology. As a result, lecturers in Information Systems education, particularly at the undergraduate level, must be able to retain and even improve students' interest in studying this field. Gamification is one method that can be used to accomplish this purpose. The goal of this study is to identify factors that determine the successful implementation of gamification for learning, particularly in the context of Information Systems Education at the undergraduate level. This study's methodology is ...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
"Gamification", or the use of game elements outside the gaming context, is a recent trend in learnin...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Current technological advancements urge institutions to generate graduates capable of contributing t...
Within the last decade there has been an increased use of games for higher education. This study pre...
Gamification refers to the use of game mechanics and game dynamics in non-gaming environments and co...
As a precursor to the development of a gamified system to improve learning outcomes, we investigate ...
Gamification gives opportunities for instructors and majors to attract more students. However, there...
[[abstract]]Gamification provides a practical approach to improving learning processes, especially t...
Gamification is a pedagogical technique for enriching the student experience. It has been positioned...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
This study aims to help students improve their knowledge capability based on their active participat...
Teachers and educational institutions are attempting to find an appropriate strategy to motivate as ...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
'Gamification' is the implementation of game elements into non-game settings. In education, the purp...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
"Gamification", or the use of game elements outside the gaming context, is a recent trend in learnin...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Current technological advancements urge institutions to generate graduates capable of contributing t...
Within the last decade there has been an increased use of games for higher education. This study pre...
Gamification refers to the use of game mechanics and game dynamics in non-gaming environments and co...
As a precursor to the development of a gamified system to improve learning outcomes, we investigate ...
Gamification gives opportunities for instructors and majors to attract more students. However, there...
[[abstract]]Gamification provides a practical approach to improving learning processes, especially t...
Gamification is a pedagogical technique for enriching the student experience. It has been positioned...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
This study aims to help students improve their knowledge capability based on their active participat...
Teachers and educational institutions are attempting to find an appropriate strategy to motivate as ...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
'Gamification' is the implementation of game elements into non-game settings. In education, the purp...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
"Gamification", or the use of game elements outside the gaming context, is a recent trend in learnin...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...