Evolutions in technology have changed the day-to-day especially in education.The ways of teaching and learning have begun the same process.Only the methods can be varieties depends on the instructors.Nowadays, the interest-growing topic in education is about gamification.Various approach has been introduced through gamification to engage student learning but there is still criticism of gamification.Thus, this paper will present an analysis of the existing gamification elements applied in teaching and learning to enhance learning engagement.A survey of the literature was conducted to analyze the existing gamification elements applied in teaching and learning.A deep search of academic literature was undertaken includes books, journals, confer...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
Evolutions in technology have changed the day-to-day especially in education. The ways of teaching a...
[EN] The usage of gamification in online educational systems has grown considerably over the last se...
Information technology has brought us a great deal of technological advancement, opening up endless ...
AbstractThe following paper presents the model for introduction of gamification into the field of e-...
Online learning has made massive development nowadays. Due to the spread of Covid-19, the government...
Gamification has become the most popular topic of the last few years. Studies in gamification area a...
Background and Objectives:Despite the emergence and advancement of new technologies and, consequentl...
Purpose – The purpose of the case study is to investigate the perception of computer science learner...
Online learning is an area that has expanded greatly over the past few years. Manyteachers and unive...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Gamification is a technique that incorporates game elements into everyday activities in order to inc...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
Evolutions in technology have changed the day-to-day especially in education. The ways of teaching a...
[EN] The usage of gamification in online educational systems has grown considerably over the last se...
Information technology has brought us a great deal of technological advancement, opening up endless ...
AbstractThe following paper presents the model for introduction of gamification into the field of e-...
Online learning has made massive development nowadays. Due to the spread of Covid-19, the government...
Gamification has become the most popular topic of the last few years. Studies in gamification area a...
Background and Objectives:Despite the emergence and advancement of new technologies and, consequentl...
Purpose – The purpose of the case study is to investigate the perception of computer science learner...
Online learning is an area that has expanded greatly over the past few years. Manyteachers and unive...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamific...
Gamification is a technique that incorporates game elements into everyday activities in order to inc...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...