What would Plato say? Concepts and notions from Greek philosophy applied to gamification mechanics for a meaningful and ethical gamification
Read MoreDesigning a Greedy and Earth-Devouring Cat: Towards a Critical Feminist Approach to Gamification
Read MorePlayer Types in Gamified Learning: Conceptualization, Validation, and Profiling
Read MoreGamification of Mathematics Teaching Materials: Its Validity, Practicality, and Effectiveness
Read MoreGamification of the point of sale using hybrid-reality games: Non-players'
Read MoreStudent engagement and academic achievement: the effect of gamification on case and project-based online learning
Read MoreGamification and motivation: Impact on delay discounting performance
Read MoreBridging Gaps in Elementary English Classroom Management: A Gamification Perspective
Read MoreInvestigating Students’ Immersion, Motivation and Cultural Heritage Learning in Gamified and Non-gamified Virtual Reality Environments
Read MoreEffects of gamification on the development of soft skills such as creativity and communication in university students
Read MoreElevating Student Motivation: Constructing a Gamified Massive Open Online Courses using the MARC Framework
Read MoreInfluence Of Gamification On Student Engagement In Online Discussions Using Self-Determination Theory
Read MoreImpact of Gamification on Students’ Learning Outcomes and Academic Performance: A Longitudinal Study Comparing Online, Traditional, and Gamified Learning
Read MoreFORGE: A Framework for Organizing Rewards in Gamified Environments
Read MoreThe Effect of the Use of Digital Gamification and Metacognitive Skills on Students’ Mathematics Solving Ability
Read MoreGamification in the Workplace: Enhancing Employee Engagement Through Gameful Experiences
Read MoreSpread the word! BaLex, a gamified lexical database for collaborative vocabulary learning
Read MoreEmploying Gamification-Incentive-Feedback (GIF) Model in Enhancing Classroom Learning Experience
Read MoreComparing the Impact of Non-Gamified and Gamified Virtual Reality in Digital Twin Virtual Museum Environments: A Case Study of Wieng Yong House Museum, Thailand
Read MoreExploring the Impact of the Gamified Metaverse on Knowledge Acquisition and Library Anxiety in Academic Libraries
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