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Azin Yazdi, Amir Karimi and Stylianos Mystakidis
This study applies bibliometric and network analysis methods to map the literature-based landscape of gamification in online distance learning. Two thousand four hundred and nineteen publications between 2000 and 2023 from the Scopus database were analyz...
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Robertas Dama?evicius, Rytis Maskeliunas and Tomas Bla?auskas
A serious game is a type of game that is designed for a primary purpose other than entertainment. Instead, serious games are intended to achieve specific goals, such as education, training, or health promotion. The goal of serious games is to engage play...
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Anna Maria Gianni and Nikolaos Antoniadis
Formal education in high school focuses primarily on knowledge acquisition via traditional classroom teaching. Younger generations of students tend to lose interest and to disengage from the process. Gamification, the use of gaming elements in the traini...
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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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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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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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Luisa Parody, Jenifer Santos, Luis Alfonso Trujillo-Cayado and Manuel Ceballos
Pedagogical innovation involving information and communications technology (ICT) may offer teachers the opportunity to create engaging learning environments in engineering courses. In this paper, we present a gamification teaching experience whose primar...
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Georgios Lampropoulos, Euclid Keramopoulos, Konstantinos Diamantaras and Georgios Evangelidis
This study scrutinizes the existing literature regarding the use of augmented reality and gamification in education to establish its theoretical basis. A systematic literature review following the Preferred Reporting Items for Systematic Reviews and Meta...
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Kevin Hosea Widjaya,Wirawan Istiono
Pág. 62 - 69
Human is a social being, where humans need to socialize with the other humans. One of the interactions that do by humans is speaking. When humans speaks, humans use a language because it?s one of the important roles in communicating, but some humans are ...
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Christina Volioti, Euclid Keramopoulos, Theodosios Sapounidis, Konstantinos Melisidis, Maria Zafeiropoulou, Charalampos Sotiriou and Vladimiros Spiridis
Augmented Reality (AR) could provide key benefits in education and create a richer user experience by increasing the motivation and engagement of the students. To this end, the current paper presents a system with three AR applications for teaching physi...
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