How is gamification like being trapped in the Matrix? And what is the ‘real-world’ of game-based learning?
Read MoreIncorporating fantasy into gamification promotes student learning and quality of online interaction
Read MoreThe effects of extrinsic reward that affect a user’s continuous intention to use a fitness application
Read MoreEnhancing exercise visitors’ behavioral engagement through gamified experiences: A spatial approach
Read MoreGamifying and evaluating problem structuring: A card game workshop for generating decision objectives
Read MoreUsing Gamification to Facilitate Students’ Self-Regulation in E-Learning: A Case Study on Students’ L2 English Learning
Read MoreDeveloping a gamified system and a questionnaire for the future study of students’ motivation through gamification for learning Spanishas a foreign language in the university context
Read MoreStrategies for Effective Use of Gamification Technology in E-Learning and E-Assessment
Read MoreStealth Assessment and Digital Learning Game Design
Read MoreMusA: a Gamified Virtual Reality Museum
Read MoreThe Gap between Theoretical and Practical Understanding of Gamification
Read MoreGamifying Community Education for Enhanced Disaster Resilience: An Effectiveness Testing Study from Australia
Read MorePuzzle Game as Learning Identifier: HELLTAKER Use Case
Read MoreDeveloping a serious game design framework for educational tabletop games with digital components
Read MoreApplication of Gamification Tools for Identification of Neurocognitive and Social Function in Distance Learning Education
Read MoreEnhancing Player Experience in Asymmetric Virtual Reality Gameplay
Read MoreA Serious Game as an Online Application for Dynamic Business Model Adaptation
Read MoreGuidelines for Combining Storytelling and Gamification: Which Features Would Teenagers Desire to Have a More Enjoyable Museum Experience?
Read MoreInternet-of-things-enabled serious games: A comprehensive survey
Read MorePlaying Children's Literature Games in and the Gamification of Books for Kids
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