In this study, we developed a gamied learning platform called F-LauReLxp that employed three gamification strategies (called Horses for Courses, JudgeIt and Metrics to Escape) to help educate statistical, judgmental forecasting and forecasting accuracy respectively. This study presents a quantitative analysis of experimental design concerning learning performance of 261 students of an undergraduate and a MBA course. Treatment and control groups were compared in a series of experiments. The results show that using gamified applications as a complementary teaching tool in a forecasting course had a positive impact on students’ learning performance.</p
E-learning conditions underpin the teaching and learning procedure and plan to involve students in t...
It is still very common that students become disengaged or bored during the learning process by usin...
Universities are looking for solutions to engage more students in STEMdomains and enhance their lear...
In this study, we developed a gamied learning platform called F-LauReLxp that employed three gamific...
In their daily lives, people are confronted with situations where they need to form a schema of poss...
Gamification is increasingly employed in learning environments as a way to increase student motivati...
Education systems need to be developed constantly to keep up with the everchanging world and to ensu...
Gamification has gone through a faddish cycle. It first gained prominence around 2012 and was quickl...
Gamification is one of the most significant innovations in technology for interaction between people...
A critical need surfaced for higher education institutions to identify pioneering teaching methods t...
Gamified learning aims to motivate students using game elements. Although gamification can enhance s...
In this research, gamification techniques were investigated on how they could be effectively used in...
In this mixed method research study, the effect of gamification strategies on students’ cognitive lo...
In this paper, we reflect on the implementation of a gamified application for helping students learn...
“Gamified” active learning has been shown to increase students’ academic performance, engagement, an...
E-learning conditions underpin the teaching and learning procedure and plan to involve students in t...
It is still very common that students become disengaged or bored during the learning process by usin...
Universities are looking for solutions to engage more students in STEMdomains and enhance their lear...
In this study, we developed a gamied learning platform called F-LauReLxp that employed three gamific...
In their daily lives, people are confronted with situations where they need to form a schema of poss...
Gamification is increasingly employed in learning environments as a way to increase student motivati...
Education systems need to be developed constantly to keep up with the everchanging world and to ensu...
Gamification has gone through a faddish cycle. It first gained prominence around 2012 and was quickl...
Gamification is one of the most significant innovations in technology for interaction between people...
A critical need surfaced for higher education institutions to identify pioneering teaching methods t...
Gamified learning aims to motivate students using game elements. Although gamification can enhance s...
In this research, gamification techniques were investigated on how they could be effectively used in...
In this mixed method research study, the effect of gamification strategies on students’ cognitive lo...
In this paper, we reflect on the implementation of a gamified application for helping students learn...
“Gamified” active learning has been shown to increase students’ academic performance, engagement, an...
E-learning conditions underpin the teaching and learning procedure and plan to involve students in t...
It is still very common that students become disengaged or bored during the learning process by usin...
Universities are looking for solutions to engage more students in STEMdomains and enhance their lear...