Academic literature on the topic 'Digital gamification'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Digital gamification.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Journal articles on the topic "Digital gamification"
Laura-De La Cruz, Kevin Mario, Stefany Juliana Noa-Copaja, Osbaldo Turpo-Gebera, Cecilia Claudia Montesinos-Valencia, Silvia Milagritos Bazán-Velasquez, and Gerber Sergio Pérez-Postigo. "Use of gamification in English learning in Higher Education: A systematic review." Journal of Technology and Science Education 13, no. 2 (2023): 480. http://dx.doi.org/10.3926/jotse.1740.
Full textPinto Sandoval, Jesús Andrés. "La gamificación como herramienta para la profesionalización digital docente." Educación y ciencia 12, no. 60 (2024): 108–19. https://doi.org/10.32776/eyc.v12i60.736.
Full textSeeletse, Solly Matshonisa, Lisma Meilia Wijayanti, Syamsul Muqorrobin, and Ayi Abdurahman. "Gamification in Education: Enhancing Student Engagement in the Digital Age." Assoeltan: Indonesian Journal of Community Research and Engagement 2, no. 2 (2024): 21–32. https://doi.org/10.70610/edujavare.v2i2.796.
Full textPrihationo, Krismassion, and A. Sobandi. "The Role of Gamification in Digital Workforce Training: A Case Study of Knowledge Retention and Engagement in Cloud Computing Training Course." Eduvest - Journal of Universal Studies 5, no. 6 (2025): 6055–66. https://doi.org/10.59188/eduvest.v5i6.50124.
Full textPasca, Maria Giovina, Maria Francesca Renzi, Laura Di Pietro, and Roberta Guglielmetti Mugion. "Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review." Journal of Service Theory and Practice 31, no. 5 (2021): 691–737. http://dx.doi.org/10.1108/jstp-05-2020-0094.
Full textAnggraeni, Sri Wulan, Dadang Sunendar, and Isah Cahyani. "Gamification as an Innovation in Enhancing Language Skills in the Digital Era." KnE Social Sciences 10, no. 12 (2025): 18–28. https://doi.org/10.18502/kss.v10i12.18857.
Full textSam-Epelle, Ibelema, Olakunle Olayinka, and Peter Jones. "The Evolution of Enterprise Gamification in the Digital Era and the Role of Value-Based Models." Sustainability 14, no. 15 (2022): 9251. http://dx.doi.org/10.3390/su14159251.
Full textSalim, Christopher, Aldi Ilham Firdaus, and Nopriadi Saputra. "Pengaruh digital engagement dan gamifikasi terhadap work engagement karyawan yang bekerja di Jakarta dan Tangerang." Jurnal Akuntansi, Keuangan, dan Manajemen 1, no. 4 (2020): 265–86. http://dx.doi.org/10.35912/jakman.v1i4.45.
Full textWael Abbass Hafez, Dina, Mohamed Abd El Salam, Shimaa Farid, and Mahmoud Farouk. "The impact of gamification intention to use in e-learning through student attitude: evidence from Egyptian Private Higher Education Institutions (HIEs)." SocioEconomic Challenges 7, no. 2 (2023): 67–77. http://dx.doi.org/10.21272/sec.7(2).67-77.2023.
Full textDi Nardo, Vincenzo, Riccardo Fino, Marco Fiore, Giovanni Mignogna, Marina Mongiello, and Gaetano Simeone. "Usage of Gamification Techniques in Software Engineering Education and Training: A Systematic Review." Computers 13, no. 8 (2024): 196. http://dx.doi.org/10.3390/computers13080196.
Full textDissertations / Theses on the topic "Digital gamification"
Arvidsson, Malin, and Mattias Liljegren. "Gamification : Hur spelerfarenhet påverkar gamifications motiverandeeffekt inom skolan." Thesis, Mittuniversitetet, Institutionen för data- och systemvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-43253.
Full textHammarström, Sara, and Jonne Wikberg. "Gamification - digital design för att motiveralärande." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-29438.
Full textGUSTAFSSON, ISAC, and ERIK EDBERG. "Speech therapy and digital gamification services - Investigating the receptivity to digital gamification services within speech therapy treatment." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-224163.
Full textSchöbel, Sofia [Verfasser]. "Exploring gamification in digital learning environments : conceptual and empirical foundations for gamification designs / Sofia Schöbel." Kassel : kassel university press c/o Universität Kassel - Universitätsbibliothek, 2021. http://d-nb.info/1231373431/34.
Full textHiot, Clarisse, and Florian Baguette. "The use of Gamification in Marketing." Thesis, Högskolan i Halmstad, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-22528.
Full textFischer, Helge, Corinna Lehmann, Hélena Gottschalk, Josefin Müller, and Matthias Heinz. "Parcours on Gamification - Ein Train-the-Trainer- Konzept zur Steigerung der Gamification-Readiness." TUDpress, 2020. https://tud.qucosa.de/id/qucosa%3A73898.
Full textAndersson, Maja, and Åsa Blomgren. "I begynnelsen av ett digitalt kretslopp : En studie om att lansera och kommunicera en digital tjänst." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-74750.
Full textGudkova, N. "Gamification in the context of special purpose foreign language teaching." Thesis, Національний авіаційний університет, 2020. https://er.knutd.edu.ua/handle/123456789/15161.
Full textO'Donnell, Nicholas. "Narrative gamification of online civic interactions." Thesis, Queensland University of Technology, 2021. https://eprints.qut.edu.au/213590/1/Nicholas_O%27Donnell_Thesis.pdf.
Full textSundqvist, Christoffer, and Joakim Djuvfeldt. "Digital Inlärningsportal: Ett mer intressant sätt att lära sig." Thesis, Karlstads universitet, Institutionen för matematik och datavetenskap (from 2013), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-74324.
Full textBooks on the topic "Digital gamification"
Freyermuth, Gundolf S., Lisa Gotto, and Fabian Wallenfels. Serious Games, Exergames, Exerlearning: Zur Transmedialisierung und Gamification des Wissenstransfers. Transcript, 2013.
Find full textDigital Games and Gamification in Education: Digital Games and Gamification in Education. ISTES Organization, 2023.
Find full textDowling, David O. The Gamification of Digital Journalism. Routledge, 2020. http://dx.doi.org/10.4324/9780429021701.
Full textDowling, David O. Gamification of Digital Journalism: Innovation in Journalistic Storytelling. Taylor & Francis Group, 2020.
Find full textDowling, David O. Gamification of Digital Journalism: Innovation in Journalistic Storytelling. Taylor & Francis Group, 2020.
Find full textDowling, David O. Gamification of Digital Journalism: Innovation in Journalistic Storytelling. Taylor & Francis Group, 2020.
Find full textDowling, David O. Gamification of Digital Journalism: Innovation in Journalistic Storytelling. Taylor & Francis Group, 2020.
Find full textL'immagine videoludica: Cinema e media digitali verso la gamification. Ipermedium libri, 2015.
Find full textFreyermuth, Gundolf S., Lisa Gotto, and Fabian Wallenfels. Serious Games, Exergames, Exerlearning: Zur Transmedialisierung und Gamification des Wissenstransfers. Transcript Verlag, 2014.
Find full textJabbari, Nasser, and Peterson Mark. Digital Games in Language Learning: Case Studies and Applications. Routledge, 2022.
Find full textBook chapters on the topic "Digital gamification"
Cantuni, Rubens. "Gamification." In Designing Digital Products for Kids. Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6287-0_5.
Full textRennie, Frank, and Keith Smyth. "Gamification." In Digital Learning: The Key Concepts, 2nd ed. Routledge, 2019. http://dx.doi.org/10.4324/9780429425240-88.
Full textMartens, Alke, and Wolfgang Müller. "Gamification." In Handbook of Digital Games and Entertainment Technologies. Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-4560-50-4_66.
Full textMartens, Alke, and Wolfgang Müller. "Gamification." In Handbook of Digital Games and Entertainment Technologies. Springer Singapore, 2015. http://dx.doi.org/10.1007/978-981-4560-52-8_66-1.
Full textChakraborty, Madhurima, and and V. Ambedkar. "Gamification." In Transformative Digital Technology for Disruptive Teaching and Learning. Auerbach Publications, 2024. http://dx.doi.org/10.1201/9781032675176-8.
Full textKumar, Narendra, Tamisha, and Sheetal Prajapati. "Gamification." In Transformative Digital Technology for Disruptive Teaching and Learning. Auerbach Publications, 2024. http://dx.doi.org/10.1201/9781032675176-10.
Full textFuchs, Mathias. "Subversive Gamification." In Playful Disruption of Digital Media. Springer Singapore, 2018. http://dx.doi.org/10.1007/978-981-10-1891-6_12.
Full textDawson, Catherine. "Research gamification." In A–Z of Digital Research Methods. Routledge, 2019. http://dx.doi.org/10.4324/9781351044677-48.
Full textCedrola, Elena, and Marta Giovannetti. "Fashion and Gamification." In Digital Transformation for Fashion and Luxury Brands. Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-35589-9_20.
Full textSchlag, Ruben, Michael Sailer, Daniel Tolks, Manuel Ninaus, and Maximilian Sailer. "Effectiveness of gamification in education." In Designing Effective Digital Learning Environments. Routledge, 2024. http://dx.doi.org/10.4324/9781003386131-15.
Full textConference papers on the topic "Digital gamification"
Božić, Ana Vrcelj, Nataša Hoić-Božić, Martina Holenko Dlab, Kristian Stančin, and Tomislav Jagušt. "Analysis of the Gamification Aspects of Digital Educational Tools Using Gamification Classification." In 2024 International Conference on Software, Telecommunications and Computer Networks (SoftCOM). IEEE, 2024. http://dx.doi.org/10.23919/softcom62040.2024.10721650.
Full textElizondo-Noriega, Armando, Tecilli Tapia-Tlatelpa, Carolina Alcantar-Nieblas, et al. "Enhancing Student Knowledge Confidence Through Digital Gamification in Engineering." In 2025 IEEE Global Engineering Education Conference (EDUCON). IEEE, 2025. https://doi.org/10.1109/educon62633.2025.11016296.
Full textQinthari, Nafisah Faza, Sunu Wibirama, and Ridi Ferdiana. "A Systematic Literature Review of Personalized Gamification Research Methods." In 2024 2nd International Symposium on Information Technology and Digital Innovation (ISITDI). IEEE, 2024. https://doi.org/10.1109/isitdi62380.2024.10795944.
Full textKamil, Husnil, and Suci Ramadewi Lasmana. "Development of Gamification for Student Participation Management Information System." In 2024 2nd International Symposium on Information Technology and Digital Innovation (ISITDI). IEEE, 2024. https://doi.org/10.1109/isitdi62380.2024.10796339.
Full textKaur, Navleen, Swaralipi Saha, Lakshay Jindal, Vedant Patil, Saksham Gupta, and Parre Sravan Kumar. "Gamifying Finance: Enhancing User Engagement and Financial Literacy through Digital Gamification." In 2024 International Conference on Intelligent & Innovative Practices in Engineering & Management (IIPEM). IEEE, 2024. https://doi.org/10.1109/iipem62726.2024.10925761.
Full textTitania, Fani Nabila. "Gamifying EFL classrooms: Unveiling teacher perspectives and practices in a digital age." In XXnd International CALL Research Conference. Castledown Publishers, 2024. http://dx.doi.org/10.29140/9780648184485-43.
Full textNtelia, Renata Elizampetta. "Merits of Gamification." In FDG 2023: Foundations of Digital Games 2023. ACM, 2023. http://dx.doi.org/10.1145/3582437.3582464.
Full textProsvirina, Natalya, and Alexey Tikhonov. "Gamification: Digital technologies in management." In PROCEEDINGS OF THE 1ST INTERNATIONAL CONFERENCE ON FRONTIER OF DIGITAL TECHNOLOGY TOWARDS A SUSTAINABLE SOCIETY. AIP Publishing, 2023. http://dx.doi.org/10.1063/5.0136446.
Full textO'Donnell, Nicholas. "Gamification of Government Digital Transactions." In CHI PLAY '17: The annual symposium on Computer-Human Interaction in Play. ACM, 2017. http://dx.doi.org/10.1145/3130859.3133224.
Full textOgi, Tetsuro, Kenichiro Ito, and Go Nakada. "Healthcare Digital Signage Using Gamification Method." In 2015 18th International Conference on Network-Based Information Systems (NBiS). IEEE, 2015. http://dx.doi.org/10.1109/nbis.2015.76.
Full textReports on the topic "Digital gamification"
Prasad, Rajeev Ram. Physiotherapy, Gamification and Digital Therapeutics. Iowa State University, 2024. http://dx.doi.org/10.31274/cc-20240624-1123.
Full textVoloshynov, Serhii A., Halyna V. Popova, Alona Y. Yurzhenko, and Ekaterina O. Shmeltser. The use of digital escape room in educational electronic environment of maritime higher education institutions. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3869.
Full textPinchuk, O. P., V. A. Tkachenko, and O. Yu Burov. AV and VR as Gamification of Cognitive Tasks. CEUR Workshop Proceedings, 2019. http://dx.doi.org/10.33407/lib.naes.718697.
Full textStrutynska, Oksana V., Grygoriy M. Torbin, Mariia A. Umryk, and Roman M. Vernydub. Digitalization of the educational process for the training of the pre-service teachers. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4437.
Full textKaharevic, Ahmed, and Elin Wihlborg. Fler sidor av digital medieanvändning bland unga i bostadsområden med socioekonomiska utmaningar: En forskningsöversikt och diskussion om metoder genomförd på uppdrag av Statens medieråd. Linköping University Electronic Press, 2024. http://dx.doi.org/10.3384/dino-2023.2.
Full text