The trend of employing game features into non-game contexts or gamification has increased in recent years. Gamification has the potential to be a new paradigm in enhancing online user engagement in the online based education system. As Mathematics subjects is normally associated with a high drop-out rate, especially among students who have encountered low mathematical performance in their past, the implementation of gamification may support more successful online learning for this subject. Three undergraduate classes with at least four months experience in using any gamified learning objects implemented using Kahoot!, Socrative or Quizizz were selected as a case study. This study aimed to examine the association between Situational Motivati...
Gamification is a motivation approach that has increasingly been utilized in a variety of applicatio...
Empirical research was conducted on applying Gamification in Higher Education using the dynamics and...
Many studies have confirmed the effectiveness of the application of gamification in the education se...
Abstract Gamification has gained a lot of attention in recent years as a possible way to foster stud...
Nowadays the use of the information and communication technologies (ICT) is more and more common in...
Online gamification learning is an imaginative methodology that expects to build manufacturing clien...
Teachers and educational institutions are attempting to find an appropriate strategy to motivate as ...
[EN] The usage of gamification in online educational systems has grown considerably over the last se...
Gamification has permeated education as a strategy to improve the teaching-learning process. Researc...
Online learning is an area that has expanded greatly over the past few years. Manyteachers and unive...
“Gamified” active learning has been shown to increase students’ academic performance, engagement, an...
With a high attrition rate among students in online learning, educators and researchers have introdu...
This chapter presents quantitative research that analyzes gamification's effectiveness in a distance...
The study in this research has demonstrated the effectiveness of gamification in changing user behav...
Empirical research was conducted on applying Gamification in Higher Education using the d...
Gamification is a motivation approach that has increasingly been utilized in a variety of applicatio...
Empirical research was conducted on applying Gamification in Higher Education using the dynamics and...
Many studies have confirmed the effectiveness of the application of gamification in the education se...
Abstract Gamification has gained a lot of attention in recent years as a possible way to foster stud...
Nowadays the use of the information and communication technologies (ICT) is more and more common in...
Online gamification learning is an imaginative methodology that expects to build manufacturing clien...
Teachers and educational institutions are attempting to find an appropriate strategy to motivate as ...
[EN] The usage of gamification in online educational systems has grown considerably over the last se...
Gamification has permeated education as a strategy to improve the teaching-learning process. Researc...
Online learning is an area that has expanded greatly over the past few years. Manyteachers and unive...
“Gamified” active learning has been shown to increase students’ academic performance, engagement, an...
With a high attrition rate among students in online learning, educators and researchers have introdu...
This chapter presents quantitative research that analyzes gamification's effectiveness in a distance...
The study in this research has demonstrated the effectiveness of gamification in changing user behav...
Empirical research was conducted on applying Gamification in Higher Education using the d...
Gamification is a motivation approach that has increasingly been utilized in a variety of applicatio...
Empirical research was conducted on applying Gamification in Higher Education using the dynamics and...
Many studies have confirmed the effectiveness of the application of gamification in the education se...