Effect of Digital Game-Based Learning on Student Engagement and Motivation
Read MoreSerious games to assess university students’ soft skills: investigating the effectiveness of a gamified assessment prototype
Read MoreHigh-Impact Practices (HIPs), Gamification, and Educational Taxonomy: Scaffolding and Vertical Integration of Common Intellectual Experiences in Higher Education
Read MoreA Novel Gamification Application for High School Student Examination and Assessment to Assist Student Engagement and to Stimulate Interest
Read MoreMixed Methods Evaluation of Immuno-Defender’s Player Experience and Learning Outcomes
Read MoreInvolving Children in the Design of Gamified Law-Related Tests
Read MoreImpact of rewards on cognitive game performance: Competition with peers increases enjoyment in easy, but not difficult tasks
Read MoreGame-based Instructional Effectiveness of Pancasila and Citizenship Education to Increase Student Engagement in Learning
Read MoreThe role of frames in meaningful moral game play
Read MoreIncreasing motivation in social exercise games: personalising gamification elements to player type
Read MoreExploring the use of social gamification during and after emergency remote teaching caused by Covid-19
Read MoreDoes gamification affect knowledge-sharing behavior? The mediating role of intrinsic satisfaction needs
Read MoreThe Nine-Steps Gamification Process: Increasing Student Engagement in LMS
Read MoreGamification for Digital Humanities in Libraries
Read MoreDesigning gamified assistive apps: A novel approach to motivating and supporting students with learning disabilities
Read MoreDesigning Black Children, in Video Games
Read MoreWhat is a Metagame?
Read MoreA Conceptual Analysis of Motivational Elements of Gamification as Viewed Through the Six Sub-theories of Self-Determination Theory
Read MoreWhat makes learners enhance learning outcomes in MOOCs? Exploring the roles of gamification and personalization
Read MoreExperience matters: The mediating role of gameful experience in the relationship between gamified competition and perceived innovation culture
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