Journal articles on the topic 'Digital gamification'
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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 textAndocilla Miranda, Emily Anahi, Joanna Vanesa Fiallos Alarcón, César Andrés Guerrero Velástegui, and Héctor Daniel Morocho Lara. "Gamificación como herramienta de marketing digital." Revista Tecnológica - ESPOL 36, no. 1 (2024): 135–50. http://dx.doi.org/10.37815/rte.v36n1.1167.
Full textMa, Xinyue. "Gamified EFL Instruction: Empirical Evidence for Enhanced Language Proficiency, Learner Motivation, and Idealized Bilingual Identity." Journal of Research in Vocational Education 7, no. 3 (2025): 55–63. https://doi.org/10.53469/jrve.2025.7(03).13.
Full textNurkhori, Arief, Alfina Rahmatia, Sri Handari Wahyuningsih, and Arni Surwanti. "Strengthening work engagement through digital engagement, gamification and psychosocial safety climate in digital transformation." Journal of Innovation in Business and Economics 5, no. 01 (2021): 35–48. http://dx.doi.org/10.22219/jibe.v5i01.17477.
Full textKassymova, G. K., M. Nursultan, and W. Xu. "Overview Study on Using Gamification in Education for Personality Development." Iasaýı ýnıversıtetіnіń habarshysy 131, no. 1 (2024): 335–45. http://dx.doi.org/10.47526/2024-1/2664-0686.27.
Full textKarapakdee, Jaruwan, and Panita Wannapiroon. "Immersive Digital Storytelling Learning Experience with a Metaverse Gamification Game Platform to Enhance Game Developer Competency." International Journal of Information and Education Technology 13, no. 6 (2023): 890–98. http://dx.doi.org/10.18178/ijiet.2023.13.6.1884.
Full textTambe, Pravin M. "Review on: E-Learning with Gamification." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 09, no. 01 (2025): 1–9. https://doi.org/10.55041/ijsrem41208.
Full textAlnuaim, Abeer. "The Impact and Acceptance of Gamification by Learners in a Digital Literacy Course at the Undergraduate Level: Randomized Controlled Trial." JMIR Serious Games 12 (August 23, 2024): e52017-e52017. http://dx.doi.org/10.2196/52017.
Full textSupriyanto, Supriyanto, and Jefree Fahana. "Gift-exchange Game Theory for Gamification on Digital Data Collection Systems." Lontar Komputer : Jurnal Ilmiah Teknologi Informasi 11, no. 1 (2020): 57. http://dx.doi.org/10.24843/lkjiti.2020.v11.i01.p06.
Full textBoltyshev, M. G. "Gamification of digital learning: Actual problems." Informatics and education 37, no. 3 (2022): 28–34. http://dx.doi.org/10.32517/0234-0453-2022-37-3-28-34.
Full textDuong, H. L., and T. K. Vo. "Understanding Educators’ Hesitation to Adopt Tailored Digital Gamification." Psychological Science and Education 29, no. 6 (2024): 67–80. https://doi.org/10.17759/pse.2024290605.
Full textRahardja, Fransisca, Lee Kyung Choi, Rizky Charles Wijaya, and Richard Andre Sunarjo. "Gamification in Digital Startups: Enhancing User Engagement and Business Growth." Startupreneur Business Digital (SABDA Journal) 4, no. 1 (2024): 1–11. https://doi.org/10.33050/sabda.v4i1.639.
Full textMaia Miranda, Dennys, Raphael Rocha Laurentino, and Jean Mark Lobo De Oliveira. "GAMIFICATION: APPLYING THE PLAYFUL THROUGH DIGITAL GAMES." International Journal of Advanced Research 10, no. 11 (2022): 554–60. http://dx.doi.org/10.21474/ijar01/15699.
Full textTolentino, Alexandre Pereira. "Digital Gamification: Benefits and Challenges in Education." International Journal of Information and Education Technology 15, no. 5 (2025): 902–11. https://doi.org/10.18178/ijiet.2025.15.5.2296.
Full textFloryan, Mark, Philip I. Chow, Stephen M. Schueller, and Lee M. Ritterband. "The Model of Gamification Principles for Digital Health Interventions: Evaluation of Validity and Potential Utility." Journal of Medical Internet Research 22, no. 6 (2020): e16506. http://dx.doi.org/10.2196/16506.
Full textYassin, Abdulnassir, Salman Rashid, and Husna Juma Mlwale. "Gamification and Smart Learning: A Framework for Digital Motivation." Journal of Educational Technology Innovation and Applications 1, no. 01 (2025): 1–8. https://doi.org/10.56741/jetia.v1i01.997.
Full textPradheepa, A., K. Gurusamy, and T. Pushpanathan. "The role of language games in enhancing vocabulary acquisition: A meta-analysis." Australian Journal of Applied Linguistics 8, no. 1 (2025): 2073. https://doi.org/10.29140/ajal.v8n1.2073.
Full textVrcelj Božić, Ana, Nataša Hoić-Božić, and Kristian Stančin. "Technological Aspects of Gamification: Criteria for the Selection of Digital Tools and Platforms." European Conference on e-Learning 23, no. 1 (2024): 538–41. http://dx.doi.org/10.34190/ecel.23.1.2568.
Full textMutiva, Sheilla Indiaka, Prof Ronald Waweru Mwangi, and Dr Jael Sanyanda Wekesa. "Digital Gamification: Application of Kahoot in Teaching The Biology Subject." International Journal of Basic and Applied Sciences 14, no. 3 (2025): 197–205. https://doi.org/10.14419/2d70zq22.
Full textFazylzianova, G. I., T. Yu Sokolova, and V. V. Balalov. "Gamification Trends in Educational Communications in a Digital Society." Ekonomicheskie i sotsial’no-gumanitarnye issledovaniya, no. 1(29) (2021): 105–10. http://dx.doi.org/10.24151/2409-1073-2021-1-105-110.
Full textPopova, Tatiana V., Olga Ev Ermakova, Anna An Dolgova, and Natalia Al Chernykh. "Prospects and risks of gamification implementation in modern education." Vestnik of Kostroma State University. Series: Pedagogy. Psychology. Sociokinetics 28, no. 2 (2023): 12–17. http://dx.doi.org/10.34216/2073-1426-2022-28-2-12-17.
Full textAriani, Farida, and Nora Afnita. "The Influence of Digital-Based Gamification on Student Engagement and Language Literacy Skills: A Study at Madrasah Tsanawiyah." Jurnal Komunikasi Pendidikan 8, no. 2 (2024): 141–56. http://dx.doi.org/10.32585/jurnalkomdik.v8i2.5036.
Full textRohmah, Nur. "A Vocational School Cutting-Edge Learning Strategy: Examining Gamification Towards Student Engagement and Achievement." Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran 8, no. 3 (2022): 655. http://dx.doi.org/10.33394/jk.v8i3.5779.
Full textDhasmana, Suruchi, and Shruti Gandhi. "Gamification of Primary Education." International Journal of Arts Architecture & Design 2, no. 1 (2024): 31–51. http://dx.doi.org/10.62030/2024januaryarticle3.
Full textT R, Manu, and Bhakti Gala. "Gamification for Digital Humanities in Libraries." DESIDOC Journal of Library & Information Technology 43, no. 04 (2023): 241–48. http://dx.doi.org/10.14429/djlit.43.04.19259.
Full textSamiei, Mitra, Beglou Reza Rajabali, and Fatemeh Tak. "Identification of Gamification Components In Association With User`s Experience In The Services Of Digital Libraries." International Journal of Digital Content Management 4, no. 6 (2023): 59–83. https://doi.org/10.22054/dcm.2022.65436.1050.
Full textMamedov, A. K., and E. D. Korkiya. "Gamification of social practices." Moscow State University Bulletin. Series 18. Sociology and Political Science 29, no. 2 (2023): 197–218. http://dx.doi.org/10.24290/1029-3736-2023-29-2-197-218.
Full textKim, Charmyee. "A study on teaching and learning beginner’s level of Korean using a digital learning program based on game elements: Focusing on the analysis of Kahoot’s gamification elements." Research Society for the Korean Language Education 20 (December 31, 2023): 1–22. http://dx.doi.org/10.25022/jkler.2023.20.001.
Full textSmith, Keyonda, and Sandra Schamroth Abrams. "Gamification and accessibility." International Journal of Information and Learning Technology 36, no. 2 (2019): 104–23. http://dx.doi.org/10.1108/ijilt-06-2018-0061.
Full textWiggins, Bradley E. "An Overview and Study on the Use of Games, Simulations, and Gamification in Higher Education." International Journal of Game-Based Learning 6, no. 1 (2016): 18–29. http://dx.doi.org/10.4018/ijgbl.2016010102.
Full textSharifi Hashjin, Maryam, Farzad Asayesh, and Mahmoud Ahmadi Sharif. "Structuring a Gamification Model in Digital Marketing Using Interpretive Structural Modeling (ISM)." Management Strategies and Engineering Sciences 6, no. 1 (2024): 115–25. https://doi.org/10.61838/msesj.6.1.12.
Full textGulzada, Kamalova. "USING GAMIFICATION IN DEVELOPING STUDENTS' CREATIVE COMPETENCE." Multidisciplinary Journal of Science and Technology 4, no. 6 (2024): 471–75. https://doi.org/10.5281/zenodo.12475464.
Full textAraújo, Inês, and Ana Amélia Carvalho. "Enablers and Difficulties in the Implementation of Gamification: A Case Study with Teachers." Education Sciences 12, no. 3 (2022): 191. http://dx.doi.org/10.3390/educsci12030191.
Full textSukmaningsih, Dyah Wahyu, Edi Abdurachman, Agung Trisetyarso, and Betty Purwandari. "Integrated Digital Nudge in Gamification for Public Transportation Applications." Information 16, no. 7 (2025): 530. https://doi.org/10.3390/info16070530.
Full textDakhin, Alexander Nikolayevich. "Pedagogy of gamification." Journal of Pedagogical Innovations, no. 3 (October 19, 2021): 27–34. http://dx.doi.org/10.15293/1812-9463.2103.03.
Full textHe, Min. "Exploration on the Application of Digital Gamification Learning in Second Language Education." Journal of Education and Educational Research 8, no. 2 (2024): 185–88. http://dx.doi.org/10.54097/68mgb817.
Full textBarokati Seliro Wangi, Nisaul, Paisal Halim, Syamsiah Badruddin, et al. "Gamification Framework and Achievement Motivation in Digital Era : Concept and Effectiveness." International Journal of Engineering & Technology 7, no. 3.6 (2018): 429. http://dx.doi.org/10.14419/ijet.v7i3.6.17487.
Full textJomon, Jose M., and S. Aithal P. "The Influence of Gamification on Customer Experience in Digital Banking Practices." International Journal of Management, Technology, and Social Sciences (IJMTS) 8, no. 3 (2023): 280–93. https://doi.org/10.5281/zenodo.8274176.
Full textPark, Hyoung-bin. "Unification Education and Gamification in the Digital Natives Era." Journal of Ethics Education Studies 55 (January 31, 2020): 337–64. http://dx.doi.org/10.18850/jees.2020.55.12.
Full textGómez, Sebastián. "“Good Icing can’t Change an Average Cake”." Digital Culture & Society 5, no. 2 (2019): 61–82. http://dx.doi.org/10.14361/dcs-2019-0205.
Full textSiregar, Yunarni, Ifan Iskandar, and Ratna Dewanti. "Teaching Indonesian Speaking Skills with A Gamification Approach." English Education Journal 13, no. 3 (2022): 361–72. http://dx.doi.org/10.24815/eej.v13i3.26190.
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