Background Engagement in online programs is difficult to maintain. Gamification is the recent trend that offers to increase engagement through the inclusion of game-like features like points and badges, in non-game contexts. This review will answer the following question, ‘Are gamification strategies effective in increasing engagement in online programs?’ Method Eight databases (Web of Science, PsycINFO, Medline, INSPEC, ERIC, Cochrane Library, Business Source Complete and ACM Digital Library) were searched from 2010 to the 28th of October 2015 using a comprehensive search strategy. Eligibility criteria was based on the PICOS format, where “population” included adults, “intervention” involved an online program or smart phone application tha...
In spite of the unprecedented popularity to use innovative gaming concepts within the educational co...
This is the author accepted manuscript. The final version is available from Elsevier via the DOI in ...
Gamification aims to enhance the educational experience by enabling students to have fun with techno...
Engagement in online programs is difficult to maintain. Gamification is the recent trend that offers...
Engagement in online programs is difficult to maintain. Gamification is the recent trend that offers...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
The focus of this research is on the intersection of user adoption and gamification. User adoption i...
The trend of employing game mechanisms and techniques in non-game contexts, gamification, has dramat...
Gamification, or the use of game elements in non-game environments, is a field which has been growin...
Gamification does not mean using games, instead it refers to using game mechanisms or elements in co...
Gamification has been gaining increasing acceptability in recent times in educational and commercial...
Gamification is a motivation approach that has increasingly been utilized in a variety of applicatio...
Gamification has become the most popular topic of the last few years. Studies in gamification area a...
Information technology has brought us a great deal of technological advancement, opening up endless ...
In spite of the unprecedented popularity to use innovative gaming concepts within the educational co...
This is the author accepted manuscript. The final version is available from Elsevier via the DOI in ...
Gamification aims to enhance the educational experience by enabling students to have fun with techno...
Engagement in online programs is difficult to maintain. Gamification is the recent trend that offers...
Engagement in online programs is difficult to maintain. Gamification is the recent trend that offers...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
The focus of this research is on the intersection of user adoption and gamification. User adoption i...
The trend of employing game mechanisms and techniques in non-game contexts, gamification, has dramat...
Gamification, or the use of game elements in non-game environments, is a field which has been growin...
Gamification does not mean using games, instead it refers to using game mechanisms or elements in co...
Gamification has been gaining increasing acceptability in recent times in educational and commercial...
Gamification is a motivation approach that has increasingly been utilized in a variety of applicatio...
Gamification has become the most popular topic of the last few years. Studies in gamification area a...
Information technology has brought us a great deal of technological advancement, opening up endless ...
In spite of the unprecedented popularity to use innovative gaming concepts within the educational co...
This is the author accepted manuscript. The final version is available from Elsevier via the DOI in ...
Gamification aims to enhance the educational experience by enabling students to have fun with techno...