Related papers: Analysing gamification elements in educational env…
Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics. However, these strategies need further validation to verify their effectiveness in e-learning environments. The…
In recent years, studies in different areas have used gamification to improve users' flow experience. However, due to the high variety of the conducted studies and the lack of secondary studies (e.g., systematic literature reviews) in this…
Gamification is a technological, economic, cultural, and societal development toward promoting a more game-like reality. As this emergent phenomenon has been gradually consolidated into our daily lives, especially in educational settings,…
Gamification has been used to motivate and engage participants in software engineering education and practice activities. There is a significant demand for empirical studies for the understanding of the impacts and efficacy of gamification.…
Adding game elements to higher education is an increasingly common practice. As a result, many recent empirical studies focus on studying the effectiveness of gamified or game-based educational experiences. The findings of these studies are…
Under the assumptions that (i) gamification consists of various types of users that experience game design elements differently; and (ii) gamification is deployed in order to achieve some goal in the broadest sense, we pose the gamification…
Gamification refers to the process of adding game elements to a task. Of late, this process has been introduced in pedagogical settings to capture the attention and interest of students. In our study, we apply the process to Anatomy…
Context: While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding is needed. Objective: To provide a comprehensive overview on research reporting negative…
Engagement in educational games, a recently popular academic topic, has been shown to increase learning performance, as well as a number of attitudinal factors, such as intrinsic interest and motivation. However, there is a lack of research…
The aim of the current work is to assess the challenges that gamification in education are facing nowadays. Benefits and disadvantages of using gamification in classroom are both discussed to offer a clearer view on the impact of using…
Gamification frameworks can aid in gamification planning for education. Most frameworks, however, do not provide ways to select, relate or recommend how to use game elements, to gamify a certain educational task. Instead, most provide a…
The effect of removing gamification elements from interactive systems has been a long-standing question in gamification research. Early work and foundational theories raised concerns about the endurance of positive effects and the emergence…
Although personalization is widely advocated in gamified learning, empirical evidence on how learner characteristics and task context shape motivational preferences remains limited. This study examines how user characteristics and learning…
In recent years, the integration of gamification into educational settings has garnered significant attention as a means to enhance student engagement and learning outcomes. By leveraging gamified elements such as points and leaderboards,…
Context: Gamification is an emerging subject that has been applied in different areas, bringing contributions to different types of activities. Objective: This paper aims to characterize how gamification has been adopted in non-educational…
Advances in technology, a growing pool of sensitive data, and heightened global tensions has increased the demand for skilled cybersecurity professionals. Despite the recent increase in attention given to cybersecurity education,…
This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational…
Gamification is an effective strategy for motivating and engaging users, which is grounded in business, marketing, and management by designing games in nongame contexts. Gamifying education, which consists of the design and study of…
In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and…
Technology has become an essential part of our everyday life, and its use in educational environments keeps growing. In addition, games are one of the most popular activities across cultures and ages, and there is ample evidence that…