Journal articles on the topic 'Educational Gamification'
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Buckley, Jim, Tabea DeWille, Chris Exton, Geraldine Exton, and Liam Murray. "A Gamification–Motivation Design Framework for Educational Software Developers." Journal of Educational Technology Systems 47, no. 1 (June 20, 2018): 101–27. http://dx.doi.org/10.1177/0047239518783153.
Full textPiasecki, Stefan. "Gamification in Educational Contexts." International Journal of Advanced Pervasive and Ubiquitous Computing 11, no. 2 (April 2019): 41–67. http://dx.doi.org/10.4018/ijapuc.2019040104.
Full textEt al., Bilqis Firyal Nabilah. "“ THE EFFECT OF MIXED GAMIFICATION AND ACHIEVEMENT MOTIVATION ON CONCEPT COMPREHENSION AND CREATIVE THINKING SKILLS IN LEARNING SCIENCE.”." Psychology and Education Journal 58, no. 1 (January 20, 2021): 5139–52. http://dx.doi.org/10.17762/pae.v58i1.1735.
Full textBelkin, Ph A. "Gamification in education." Современная зарубежная психология 5, no. 3 (2016): 28–34. http://dx.doi.org/10.17759/jmfp.2016050302.
Full textKhaitova, Nazokat Fayzullayevna. "History of Gamification and Its Role in the Educational Process." International Journal of Multicultural and Multireligious Understanding 8, no. 5 (May 1, 2021): 212. http://dx.doi.org/10.18415/ijmmu.v8i5.2640.
Full textRaitskaya, Lilia, and Elena Tikhonova. "Gamification as a Field Landmark in Educational Research." Journal of Language and Education 5, no. 3 (September 30, 2019): 4–10. http://dx.doi.org/10.17323/jle.2019.10688.
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 textFijačko, Nino, Lucija Gosak, Nika Debeljak, Pavel Skok, Gregor Štiglic, and Leona Cilar. "Gamification in nursing." Obzornik zdravstvene nege 54, no. 2 (June 23, 2020): 133–52. http://dx.doi.org/10.14528/snr.2020.54.2.2991.
Full textKarmova, M. R. "“Gamification” or Why Modern Education Needs Games on the Example of Students of Sociology and Political Sciences." Humanities and Social Sciences. Bulletin of the Financial University 10, no. 1 (November 3, 2020): 46–50. http://dx.doi.org/10.26794/2226-7867-2020-10-1-46-50.
Full textManzano-León, Ana, Pablo Camacho-Lazarraga, Miguel A. Guerrero, Laura Guerrero-Puerta, José M. Aguilar-Parra, Rubén Trigueros, and Antonio Alias. "Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education." Sustainability 13, no. 4 (February 19, 2021): 2247. http://dx.doi.org/10.3390/su13042247.
Full textKarmanova, E. V., and V. A. Shelemetyeva. "Hard and light gamification in education: Which one to choose?" Informatics and education 1, no. 1 (March 10, 2020): 20–27. http://dx.doi.org/10.32517/0234-0453-2020-35-1-20-27.
Full textAbdeen, Fahad H., and Waheeb Albiladi. "Gamification and Technology-Based Learning: Uncovering the Potential of Using Games in Language Teaching and Learning." Journal of Studies in Education 11, no. 2 (April 29, 2021): 62. http://dx.doi.org/10.5296/jse.v11i2.18339.
Full textChung, Chih-Hung, Chunyi Shen, and Yu-Zhen Qiu. "Students' Acceptance of Gamification in Higher Education." International Journal of Game-Based Learning 9, no. 2 (April 2019): 1–19. http://dx.doi.org/10.4018/ijgbl.2019040101.
Full textAini, Qurotul, Ninda Lutfiani, and Muhammad Suzaki Zahran. "Gamification Based On Blockchain Technology To Enhance Student Centered Learning." CCIT Journal 14, no. 1 (February 10, 2021): 100–110. http://dx.doi.org/10.33050/ccit.v14i1.1268.
Full textGoltsova, Tatiyana A., and Ekaterina A. Protsenko. "Use of gamification tools in foreign language training." Yaroslavl Pedagogical Bulletin 1, no. 118 (2021): 81–89. http://dx.doi.org/10.20323/1813-145x-2021-1-118-81-89.
Full textNam, Hyeon Woo. "Design of AI-based gamification platform for effective educational service using child behavior prediction/change." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 5 (April 11, 2021): 286–92. http://dx.doi.org/10.17762/turcomat.v12i5.899.
Full textSzeto, Mindy D., Daniel Strock, Jarett Anderson, Torunn E. Sivesind, Victoria M. Vorwald, Hope R. Rietcheck, Gil S. Weintraub, and Robert P. Dellavalle. "Gamification and Game-Based Strategies for Dermatology Education: Narrative Review." JMIR Dermatology 4, no. 2 (August 30, 2021): e30325. http://dx.doi.org/10.2196/30325.
Full textKlock, Ana Carolina Tomé, Isabela Gasparini, and Marcelo Soares Pimenta. "User-Centered Gamification for E-Learning Systems: A Quantitative and Qualitative Analysis of its Application." Interacting with Computers 31, no. 5 (September 2019): 425–45. http://dx.doi.org/10.1093/iwc/iwz028.
Full textSanmugam, Mageswaran, Hasnah Mohamed, Norasykin Mohd Zaid, Zaleha Abdullah, Baharuddin Aris, and Salihuddin Md Suhadi. "Gamification's Role as a Learning and Assessment Tool in Education." International Journal of Knowledge-Based Organizations 6, no. 4 (October 2016): 28–38. http://dx.doi.org/10.4018/ijkbo.2016100103.
Full textR. Sarmiento, Beatriz, María Ángeles Hernández Prados, Noelia Carbonell Bernal, and María Cinta Aguaded Gómez. "Alfabetización del profesorado en gamificación mediada por las TIC. Estado del arte." Media Education 12, no. 1 (May 3, 2021): 53–65. http://dx.doi.org/10.36253/me-10262.
Full textSilva, Yuri Rafael De Oliveira, Armando Maciel Toda, and Luciana Pereira Xavier. "TEACHING BIOCHEMISTRY USING EDUCATIONAL GAMES AND GAMIFICATION STRATEGIES." Revista de Ensino de Bioquímica 14 (November 20, 2016): 7. http://dx.doi.org/10.16923/reb.v14i2.660.
Full textCodish, D., and G. Ravid. "Detecting playfulness in educational gamification through behavior patterns." IBM Journal of Research and Development 59, no. 6 (November 2015): 6:1–6:14. http://dx.doi.org/10.1147/jrd.2015.2459651.
Full textSkok, Katarzyna. "Gamification in education – practical solutions for educational courses." Polish Journal of Applied Psychology 14, no. 3 (September 1, 2016): 73–92. http://dx.doi.org/10.1515/pjap-2015-0063.
Full textSzegletes, Luca, Mate Koles, and Bertalan Forstner. "Socio-cognitive gamification: general framework for educational games." Journal on Multimodal User Interfaces 9, no. 4 (July 14, 2015): 395–401. http://dx.doi.org/10.1007/s12193-015-0183-6.
Full textKepceoglu, Ibrahim. "What do prospective teachers think about educational gamification?" Science Education International 30, no. 1 (March 1, 2019): 65–74. http://dx.doi.org/10.33828/sei.v30.i1.8.
Full textKnutas, Antti, Jouni Ikonen, Dario Maggiorini, Laura Ripamonti, and Jari Porras. "Creating Student Interaction Profiles for Adaptive Collaboration Gamification Design." International Journal of Human Capital and Information Technology Professionals 7, no. 3 (July 2016): 47–62. http://dx.doi.org/10.4018/ijhcitp.2016070104.
Full textMui Lee, Houang, and Phung Anh Loo. "Gamification of Learning in Early Age Education." Journal La Edusci 2, no. 2 (July 29, 2021): 44–50. http://dx.doi.org/10.37899/journallaedusci.v2i2.380.
Full textRiaz, Anum, and Muhammad Taimoor Awais. "Gamification” of teaching science, technology, engineering and mathematics (STEM): Conceptual cartography." Advances in Social Sciences Research Journal 7, no. 12 (January 10, 2021): 641–57. http://dx.doi.org/10.14738/assrj.712.9585.
Full textAzhari, Nurul Natasya, Rosliza Abdul Manaf, Shing Wei Ng, Siti Farhana Bajunid Shakeeb Arsalaan Bajunid, Abdul Rahman Mohd Gobil, Wan Zuhainis Saad, and Syafinaz Amin Nordin. "Gamification, a Successful Method to Foster Leptospirosis Knowledge among University Students: A Pilot Study." International Journal of Environmental Research and Public Health 16, no. 12 (June 14, 2019): 2108. http://dx.doi.org/10.3390/ijerph16122108.
Full textSouto Reinheimer, Wendel, and Roseclea Duarte Medina. "Gamification in the Educational Context: A Systematic Mapping of Literature with a Focus on the Evaluation of Gamification." RENOTE 18, no. 2 (January 4, 2021): 398–407. http://dx.doi.org/10.22456/1679-1916.110261.
Full textKiselicki, Martin, and Saso Josimovski. "Implementation of Gamification in Heis in the Republic of Macedonia." Economic Analysis 51, no. 3-4 (December 27, 2018): 57–66. http://dx.doi.org/10.28934/ea.18.51.34.pp57-66.
Full textGuzmán and López. "Teaching Scrum Using Gamification." Proceedings 31, no. 1 (November 18, 2019): 7. http://dx.doi.org/10.3390/proceedings2019031007.
Full textVasylieva, Maryna, Inna Romanova, and Irina Sheplyakova. "GAMIFICATION IN TRAINING OF SOCIAL WORKERS." Educological discourse, no. 4 (2020): 97–114. http://dx.doi.org/10.28925/2312-5829.2020.4.7.
Full textLiu, Feng-Jung, and Chia-Mei Lu. "Design and Implementation of A Collaborative Educational Gamification Authoring System." International Journal of Emerging Technologies in Learning (iJET) 16, no. 17 (September 6, 2021): 277. http://dx.doi.org/10.3991/ijet.v16i17.24087.
Full textPara, Anna. "Możliwości wykorzystania grywalizacji w zdalnej edukacji." e-mentor 88, no. 1 (2021): 21–29. http://dx.doi.org/10.15219/em88.1499.
Full textMamekova, Assem Tanirbergenovna, Nurgul Korgadjanovna Toxanbayeva, Khapiza Tanirbergenovna Naubaeva, Slushash Sabitovna Ongarbayeva, and Kulmariya Nurtaevna Akhmediyeva. "A Meta-Analysis on the Impact of Gamification over Students’ Motivation." Journal of Intellectual Disability - Diagnosis and Treatment 9, no. 4 (August 26, 2021): 417–22. http://dx.doi.org/10.6000/2292-2598.2021.09.04.9.
Full textMammone, Laura, and Nancy Maynes. "A Meta-Synthesis On The Application Of Gamification In The Higher Education Co-Curricular Environment." Teaching and Learning 12, no. 1 (April 6, 2019): 72–94. http://dx.doi.org/10.26522/tl.v12i1.443.
Full textShakirova, Nataliya Yu, Nataliya N. Kasatkina, Nataliya A. Lichak, and Svetlana V. Dandanova. "GAMIFICATION AS A WAY TO IMPROVE THE EFFECTIVENESS OF LEARNING NEW VOCABULARY." Yaroslavl Pedagogical Bulletin 116, no. 5 (2020): 82–87. http://dx.doi.org/10.20323/1813-145x-2020-5-116-82-87.
Full textКалижанова, Анна, Anna Kalizhanova, Баян Ибраева, and Bayan Ibrayeva. "Gamification of Educational Process for Development of Independent Work Learners’ by Students." Scientific Research and Development. Socio-Humanitarian Research and Technology 6, no. 3 (October 12, 2017): 51–53. http://dx.doi.org/10.12737/article_59d7860b667174.84726065.
Full textMetwally, Ahmed Hosny Saleh, Lennart E. Nacke, Maiga Chang, Yining Wang, and Ahmed Mohamed Fahmy Yousef. "Revealing the hotspots of educational gamification: An umbrella review." International Journal of Educational Research 109 (2021): 101832. http://dx.doi.org/10.1016/j.ijer.2021.101832.
Full textNikitin, Grigory M. "Gaming as a sociocultural phenomenon in modern pedagogical science." Pedagogy: history, prospects 3, no. 5 (October 29, 2020): 42–55. http://dx.doi.org/10.17748/2686-9969-2020-3-5-42-55.
Full textSetiana, Henry, and Seng Hansun. "Gamified Android-Based Academic Information System." International Journal of Evaluation and Research in Education (IJERE) 6, no. 2 (June 1, 2017): 164. http://dx.doi.org/10.11591/ijere.v6i2.7595.
Full textSwacha, Jakub, José Carlos Paiva, José Paulo Leal, Ricardo Queirós, Raffaele Montella, and Sokol Kosta. "GEdIL—Gamified Education Interoperability Language." Information 11, no. 6 (May 28, 2020): 287. http://dx.doi.org/10.3390/info11060287.
Full textKickmeier-Rust, Michael D., Eva-C. Hillemann, and Dietrich Albert. "Gamification and Smart Feedback." International Journal of Game-Based Learning 4, no. 3 (July 2014): 35–46. http://dx.doi.org/10.4018/ijgbl.2014070104.
Full textEt.al, Charanjit Kaur Swaran Singh. "A Review of Data Analysis for Gamification: Challenges, Motivations, Recommendations and Methodological Aspects." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 3 (April 11, 2021): 928–60. http://dx.doi.org/10.17762/turcomat.v12i3.828.
Full textAlomari, Islam, Hosam Al-Samarraie, and Reem Yousef. "The Role of Gamification Techniques in Promoting Student Learning: A Review and Synthesis." Journal of Information Technology Education: Research 18 (2019): 395–417. http://dx.doi.org/10.28945/4417.
Full textPrasad, KDV, and Mruthyanjaya Rao Mangipudi. "ENHANCED ACADEMICIANS ENGAGEMENT: EVIDENCE FROM GAMIFICATION INTERVENTIONS IN HIGHER EDUCATION INSTITUTES." International Journal of Engineering Technologies and Management Research 7, no. 9 (September 17, 2020): 24–30. http://dx.doi.org/10.29121/ijetmr.v7.i9.2020.779.
Full textErmakov, S. S. "Modern e-learning technologies: analysis of the impact of gamification methods on student engagement in the educational process." Современная зарубежная психология 9, no. 3 (2020): 47–58. http://dx.doi.org/10.17759/jmfp.2020090304.
Full textTokzhigitova, A., and M. Tokzhigitova. "Analysis of gamified software tools and platforms." Bulletin of the Karaganda University. Pedagogy series 102, no. 2 (June 29, 2021): 98–104. http://dx.doi.org/10.31489/2021ped2/98-104.
Full textCorona Martínez, Daniel, and José Real García. "Using Malone’s Theoretical Model on Gamification for Designing Educational Rubrics." Informatics 6, no. 1 (March 4, 2019): 9. http://dx.doi.org/10.3390/informatics6010009.
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