Gamification demonstrates motivation and encouragement that can be gained by people during the use gamified experience. Gamification technology has been successfully applied in several domains including health and fitness, marketing, education and daily activities. It is the strategy to use heterogeneous game elements within non-entertainment context. As Millennial Generation students have dissimilar needs and preferences, the necessity of having personalized learning is increased recently to boost the effectiveness of the educational system. Learning style has attracted researchers to develop a gamified learning with personalization attributes. As Felder-Silverman Learning Style Model (FSLSM) is the most recommended model by researchers, t...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
As a precursor to the development of a gamified system to improve learning outcomes, we investigate ...
This research measures the effect of gamification on learners’ academic performance, investigate the...
In this paper, we present the fundamental concepts, design, and preliminary findings of a personaliz...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
Over the last decade gamification has been emerging as an engaging technology to promote learning. H...
Gamification is often proposed as a solution to motivate students in an educational context. In this...
The Gamified Learning Theory implies that gamification does not affect learning directly but stimula...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
"Gamification", or the use of game elements outside the gaming context, is a recent trend in learnin...
Games have become popular in today’s media. Along with games, gamification has become popular in man...
The growth of educational technology has paved ways for educators to integrate newer approach in tea...
“Gamified” active learning has been shown to increase students’ academic performance, engagement, an...
[[abstract]]In recent years, many researchers have been engaged in the development of educational co...
The use of game elements in non-game contexts (gamification) has previously been widely explored in ...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
As a precursor to the development of a gamified system to improve learning outcomes, we investigate ...
This research measures the effect of gamification on learners’ academic performance, investigate the...
In this paper, we present the fundamental concepts, design, and preliminary findings of a personaliz...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
Over the last decade gamification has been emerging as an engaging technology to promote learning. H...
Gamification is often proposed as a solution to motivate students in an educational context. In this...
The Gamified Learning Theory implies that gamification does not affect learning directly but stimula...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
"Gamification", or the use of game elements outside the gaming context, is a recent trend in learnin...
Games have become popular in today’s media. Along with games, gamification has become popular in man...
The growth of educational technology has paved ways for educators to integrate newer approach in tea...
“Gamified” active learning has been shown to increase students’ academic performance, engagement, an...
[[abstract]]In recent years, many researchers have been engaged in the development of educational co...
The use of game elements in non-game contexts (gamification) has previously been widely explored in ...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
As a precursor to the development of a gamified system to improve learning outcomes, we investigate ...
This research measures the effect of gamification on learners’ academic performance, investigate the...