Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in education. This research aims to analyze the effects on academic performance and motivation after an experience combining DGBL and Gamification in university students. The sample comprises 126 students, of whom 38 were in the experimental group. Three measurement instruments have been used: an evaluative test to measure academic performance, the Questionnaire on Motivation for Cooperative Playful Learning Strategies (CMELAC) and a questionnaire with three open-ended questions, which complement the measurement of motivation. This analysis is conducted using independent sample t-tests. We undertook a Bonferroni adjustment to the alpha level (new p = ...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
In recent years, the adoption of flipped learning as an educational approach has gained significant ...
This paper reviews the literature on games based learning in the fields of psychology, education and...
Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in educa...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
Melek, Ceren Gülra (Arel Author)The purpose of this study is to investigate the effects of digital g...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
The idea of Gamification is very popular for applying the gaming concept theory in various fields. N...
This study examines the effects of using a gamification tool as a teaching strategy. Specifically, K...
Knowledge of Gamification is an educational method to encourage students by using the game method an...
International audienceSeveral studies have been conducted in recent years into the effects of gamifi...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
The digital revolution is causing the new generations to demand new ways of learning. Motivating stu...
The growth of educational technology has paved ways for educators to integrate newer approach in tea...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
In recent years, the adoption of flipped learning as an educational approach has gained significant ...
This paper reviews the literature on games based learning in the fields of psychology, education and...
Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in educa...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
Melek, Ceren Gülra (Arel Author)The purpose of this study is to investigate the effects of digital g...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
The idea of Gamification is very popular for applying the gaming concept theory in various fields. N...
This study examines the effects of using a gamification tool as a teaching strategy. Specifically, K...
Knowledge of Gamification is an educational method to encourage students by using the game method an...
International audienceSeveral studies have been conducted in recent years into the effects of gamifi...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
The digital revolution is causing the new generations to demand new ways of learning. Motivating stu...
The growth of educational technology has paved ways for educators to integrate newer approach in tea...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
In recent years, the adoption of flipped learning as an educational approach has gained significant ...
This paper reviews the literature on games based learning in the fields of psychology, education and...