Developing qualitative human capacity of accounting remained a challenge to our modern tertiary institutions, this is primarily due to a lack of adequate practical support staff, poor renumeration of the staff, and employment of unqualified lecturers. these challenges can be minimized by paradigm shift from lecturer centered to student centered pedagogy. The adoption of gamification elements/theories/techniques seems promising. This study systematically reviewed some related articles on the use of gamification elements/ theories/ techniques to curtailed the challenges. PRISMA was used in four databases (Web of Science, EBSCO, Taylors & Francis, and Scopus), coupled with google scholar. 44 related articles were retrieved and after inclusion/...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
This paper explores the implementation of Gamification through the Holistic Gamified Learning Framew...
Education systems need to be developed constantly to keep up with the everchanging world and to ensu...
[EN] Gamification is a tool that is increasingly used in the field of teaching at all levels of educ...
This study aims to provide a new way to increase student motivation in participating in the lecture...
The current educational system is based on active learning by the student and is focused on the deve...
Meyer and Land (2006, p. xiv) stated that the “resolution of troublesome knowledge challenges and fo...
This study aims to improve Learning Results of adjusting journal at grade X Accounting 2 students of...
Traditional lecture is a teaching method that is largely used in the teaching and learning process. ...
In this article i study gamification as a didactical method and the possible application of gamifica...
Gamification is a technique that incorporates game elements into everyday activities in order to inc...
Gamification refers to the use of game design strategies to engage users in activities that are typi...
The rapid advancement of technologies and the growing amount of information exchange provide new app...
Gamification is a learning technique through which the mechanism of games is transferred to the educ...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
This paper explores the implementation of Gamification through the Holistic Gamified Learning Framew...
Education systems need to be developed constantly to keep up with the everchanging world and to ensu...
[EN] Gamification is a tool that is increasingly used in the field of teaching at all levels of educ...
This study aims to provide a new way to increase student motivation in participating in the lecture...
The current educational system is based on active learning by the student and is focused on the deve...
Meyer and Land (2006, p. xiv) stated that the “resolution of troublesome knowledge challenges and fo...
This study aims to improve Learning Results of adjusting journal at grade X Accounting 2 students of...
Traditional lecture is a teaching method that is largely used in the teaching and learning process. ...
In this article i study gamification as a didactical method and the possible application of gamifica...
Gamification is a technique that incorporates game elements into everyday activities in order to inc...
Gamification refers to the use of game design strategies to engage users in activities that are typi...
The rapid advancement of technologies and the growing amount of information exchange provide new app...
Gamification is a learning technique through which the mechanism of games is transferred to the educ...
In recent years, there has been an increasing interest in applying Gamification in Education, which ...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
This paper explores the implementation of Gamification through the Holistic Gamified Learning Framew...