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Rubén Camacho-Sánchez, Aaron Rillo-Albert and Pere Lavega-Burgués
Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in education. This research aims to analyze the effects on academic performance and motivation after an experience combining DGBL and Gamification in university st...
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Haoqun Yan, Hongfeng Zhang, Shaodan Su, Johnny F. I. Lam and Xiaoyu Wei
With the popularity of online education, multiple technology-based educational tools are gradually being introduced into online learning. The role of gamification in online education has been of interest to researchers. Based on learners? visual, auditor...
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Yongyan Guo, Tongyao Yuan and Siyu Yue
The use of gamification elements in health apps has been shown to promote healthy behaviors. However, one-size-fits-all gamification strategy does not have the best persuasive effect. Therefore, the aim of this paper was to determine how to select person...
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Olga R. Laponina,Vasily A. Matoshenko
Pág. 31 - 44
The article discusses the procedure for introducing game mechanisms into the educational process. The main elements of gamification, the concept of the game element "Capture the flag" ("CaptureTheFlag" - CTF) are described, the basic principles of the ar...
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Evgeniy Zaripov,Sergey Plotnikov
Pág. 53 - 61
To date, only the lazy do not talk about gamification. In the era of digitalization, the use of information technology in education is an integral part of education. But it is difficult to stay motivated during training. Gamification has every reason to ...
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