Journal articles on the topic 'Gamification as out-class strategy'
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Irunokhai, E. A., P. N. Meduna, J. O. Adigun, C. A. Jeje, and S. A. Wealth. "Gamification as Catalyst for Enhanced Learning Outcomes in Upper Basic Education in Ilorin Metropolis, Kwara State, Nigeria." Journal of Applied Sciences and Environmental Management 28, no. 11 (2024): 3619–24. https://doi.org/10.4314/jasem.v28i11.15.
Full textLee, Sungha. "Design of Gamification Teaching and Learning Model to Improve Concept Learning and Evaluation of Student Satisfaction in this Class." Korean Association For Learner-Centered Curriculum And Instruction 23, no. 14 (2023): 657–67. http://dx.doi.org/10.22251/jlcci.2023.23.14.657.
Full textJohn, Bindu, and Rintu Thomas. "Gamification as an innovative tool in classroom teaching: Does it enhance learning outcomes and student participation in nursing?" Journal of Education Technology in Health Sciences 10, no. 3 (2024): 57–63. http://dx.doi.org/10.18231/j.jeths.2023.014.
Full textLopes, Walter, Philipy Augusto, Inácia Fernandes, and Charles Madeira. "Proposal for a gamification strategy applied to remote learning." Journal on Interactive Systems 15, no. 1 (2024): 92–103. http://dx.doi.org/10.5753/jis.2024.2700.
Full textVasbieva, Dinara G., and Olga A. Kalugina. "Gamification integration into multilingual classrooms." XLinguae 17, no. 2 (2024): 178–89. http://dx.doi.org/10.18355/xl.2024.17.02.12.
Full textSantiago, Paulo Vitor da Silva, José Rogério Santana, and Maria José Costa Dos Santos. "Strategy for Teaching Numerical Expressions through the Wordwall Platform for EJA Students." Journal of Instructional Mathematics 4, no. 2 (2023): 67–76. http://dx.doi.org/10.37640/jim.v4i2.1778.
Full textPutri, Anindia, Nur Qalbi, and Awalia Azis. "Integrating Gamification Strategy to Stimulate Students' Interest and Motivation on English Lesson at SMP Negeri 26 Makassar." Journal of Computer Interaction in Education 5, no. 2 (2022): 103–18. http://dx.doi.org/10.56983/jcie.v5i2.518.
Full textGaurina, Marija, Anna Alajbeg, and Ivana Weber. "The Power of Play: Investigating the Effects of Gamification on Motivation and Engagement in Physics Classroom." Education Sciences 15, no. 1 (2025): 104. https://doi.org/10.3390/educsci15010104.
Full textLiu, Bin, and Junqing Wang. "Demon or angel: an exploration of gamification in management." Nankai Business Review International 11, no. 3 (2019): 317–43. http://dx.doi.org/10.1108/nbri-02-2018-0013.
Full textHuesca, Gilberto, Gabriela Campos, Mónica Larre, and Claudia Pérez-Lezama. "Implementation of a Mixed Strategy of Gamification and Flipped Learning in Undergraduate Basic Programming Courses." Education Sciences 13, no. 5 (2023): 474. http://dx.doi.org/10.3390/educsci13050474.
Full textMustikasari, Lindawati, and Pujianto Yugopuspito. "The Effect of Gamification Implementation on Collaboration Skills, Engagement, and Learning Achievement of Students in Class X SMA XYZ." Eduvest - Journal of Universal Studies 4, no. 10 (2024): 9286–97. http://dx.doi.org/10.59188/eduvest.v4i10.1781.
Full textPrasetyo, Anggoro Eko, Ilmiawan Mubin, Ahmad Anshori, and Rukmini Rukmini. "IMPLEMENTING GAMIFICATION WITH THE PEACEGEN APPLICATION TO ENHANCE STUDENT ENGAGEMENT AND MOTIVATION IN CLASS VII A AT SMPN 1 LABUAPI, WEST LOMBOK: AN ACTION RESEARCH STUDY." PKn Progresif : Jurnal Pemikiran dan Penelitian Kewarganegaraan 18, no. 2 (2023): 140. https://doi.org/10.20961/pknp.v18i2.85645.
Full textPalaniappan, Kavitha, and Norah Md Noor. "Gamification Strategy to Support Self-Directed Learning in an Online Learning Environment." International Journal of Emerging Technologies in Learning (iJET) 17, no. 03 (2022): 104–16. http://dx.doi.org/10.3991/ijet.v17i03.27489.
Full textGuerrero-Quiñonez, Anghelo Josué, Olga Quiñónez Guagua, and Rosa Graciela Barrera-Proaño. "Gamified flipped classroom as a pedagogical strategy in higher education: From a systematic vision." Ibero-American Journal of Education & Society Research 3, no. 1 (2023): 238–43. http://dx.doi.org/10.56183/iberoeds.v3i1.622.
Full textSu, Chung Ho, and Ken T. K. Chen. "An Empirical Study on the Implementation and Evaluation of Gamifying Learning Motivated Achievement Model." Applied Mechanics and Materials 764-765 (May 2015): 822–26. http://dx.doi.org/10.4028/www.scientific.net/amm.764-765.822.
Full textWang, Yuhan. "The Effect of Gamification Teaching Strategies Based on Multimodal Theory on the Learning Engagement of 3-6-Year-Old Children." Lecture Notes in Education Psychology and Public Media 86, no. 1 (2025): 60–65. https://doi.org/10.54254/2753-7048/2025.22813.
Full textRamadhani, Abd Wafir, and Liana Rochmatul Wachidah. "Metode Gamifikasi untuk Pembelajaran Menulis Cerpen Siswa Kelas XI SMK Islam Darussalam." MARDIBASA: Jurnal Pembelajaran Bahasa dan Sastra Indonesia 4, no. 2 (2025): 87–95. https://doi.org/10.21274/jpbsi.2024.4.2.87-95.
Full textRosyidah, Umniyah Juman, Ekaning Dewanti Laksmi, and Mirjam Anugerahwati. "Gamification in Duolingo App on Improving English Listening Proficiency of Junior High School Students." ENGLISH FRANCA : Academic Journal of English Language and Education 7, no. 1 (2023): 119. http://dx.doi.org/10.29240/ef.v7i1.5377.
Full textBustamante, Sheryl, Abigail Simbulan, and Yosef Eric Hipolito. "MatHusaya: Effect of Physical Gamification Strategy on Grade 3 Learners’ Academic Performance in Mathematics Fraction Sense." Southeast Asian Journal of Agriculture and Allied Sciences 3, no. 1 (2024): 30–38. https://doi.org/10.63943/sajaas.vol3iss1art22pp30-38.
Full textAjlouni, Aseel, Fatima Abd-Alkareem Wahba, Hiba Naccache, Asmaa AlOmary, and Amal Ibrahim. "The Impact of Gamification-Assisted Instruction on the Acquisition of Scientific Concepts and Attitudes Towards Science Class Among Elementary School Students." European Journal of Educational Research 14, no. 2 (2025): 485–500. https://doi.org/10.12973/eu-jer.14.2.485.
Full textTengku Wook, Tengku Siti Meriam, Intan Yusrina Zairon, Masura Rahmat, Hadi Affendy Dahlan, and Syahanim Mohd Salleh. "GAMIFICATION STRATEGY OF ACTIVE LEARNING IN MENTORING AMONG MILINEAL STUDENTS." Asia-Pacific Journal of Information Technology and Multimedia 10, no. 01 (2021): 141–55. http://dx.doi.org/10.17576/apjitm-2021-1001-12.
Full textTombucon, Andie Lawrence S. "Use of the Holistic Gamified Learning Framework in implementing gamification through Edmodo for St. Dominic College of Asia." SDCA Journal of Information Technology 5 (May 31, 2021): 5–11. https://doi.org/10.5281/zenodo.8185390.
Full textDe Oliveira, Alex Martins. "Gamification as a Concrete Strategy for Teaching in a Vocational Education Setting." International Journal for Innovation Education and Research 6, no. 6 (2018): 76–86. http://dx.doi.org/10.31686/ijier.vol6.iss6.1061.
Full textPegalajar-Palomino, Maria del Carmen, and Estefanía Martínez-Valdivia. "ICT mediated gamification in education degrees: A commitment to sustainability." Journal of Technology and Science Education 14, no. 3 (2024): 815. http://dx.doi.org/10.3926/jotse.2624.
Full textDicheva, Darina, Keith Irwin, and Christo Dichev. "Exploring Learners Experience of Gamified Practicing: For Learning or for Fun?" International Journal of Serious Games 6, no. 3 (2019): 5–21. http://dx.doi.org/10.17083/ijsg.v6i3.299.
Full textSubirats, Laia, Tuula Nousiainen, Apoorwa Hooda, et al. "Gamification Based on User Types: When and Where It Is Worth Applying." Applied Sciences 13, no. 4 (2023): 2269. http://dx.doi.org/10.3390/app13042269.
Full textMalahito, John Aries I., and Maria Ana T. Quimbo. "Creating G-Class: A gamified learning environment for freshman students." E-Learning and Digital Media 17, no. 2 (2020): 94–110. http://dx.doi.org/10.1177/2042753019899805.
Full textMoreira Parrales, Maria Lexicer, Manuel de Jesús Mejía Carrillo, Mario Orlando Suarez Ibujes, and Jhonny Santiago Torres Penafiel. "Gamification for learning mathematics in secondary school: Most effective gamified strategies to motivate students and improve their performance in mathematics." Salud, Ciencia y Tecnología 4 (May 5, 2024): 1016. http://dx.doi.org/10.56294/saludcyt20241016.
Full textGortaire Díaz, David, María José Sandoval Pérez, Elma Romero Ramírez, and Julio Mora Aristega. "Case Study: Gamification as a strategy for vocabulary learning in university students." Ciencia Latina Revista Científica Multidisciplinar 6, no. 6 (2022): 7992–8005. http://dx.doi.org/10.37811/cl_rcm.v6i6.3970.
Full textDewi Utami, Anita, Puguh Darmawan, Sapti Wahyuningsih, and Abd Qohar. "PELATIHAN GURU SEKOLAH DASAR DALAM PENGINTEGRASIAN GAMIFIKASI KE TAHAP-TAHAP PEMBELAJARAN MATEMATIKA." Jurnal Pemantik 2, no. 1 (2023): 24–39. http://dx.doi.org/10.56587/pemantik.v2i1.43.
Full textNadiatul Maziyyah Attarwiyah, Indah Rizqiyatul Wasi’ah, and Siti Nurul Jennah. "Bridging Tradition and Technology: Gamification in Modern Islamic Boarding Schools." Journal of Social Studies and Education 2, no. 2 (2025): 97–110. https://doi.org/10.61987/jsse.v2i2.668.
Full textSaputra, Arief Dwi, Alfina Rahmatia, Sri Handari Wahyuningsih, and Andi Azhar. "Exploring Gamification Strategy for Developing MSMEs during the COVID-19 Pandemic." Shirkah: Journal of Economics and Business 6, no. 3 (2021): 380–98. http://dx.doi.org/10.22515/shirkah.v6i3.402.
Full textWu, Tienhua, Kuang-You Tien, Wei-Chih Hsu, and Fu-Hsiang Wen. "Assessing the Effects of Gamification on Enhancing Information Security Awareness Knowledge." Applied Sciences 11, no. 19 (2021): 9266. http://dx.doi.org/10.3390/app11199266.
Full textVargas-Macías, Zulma Liliana, Ariel Adolfo Rodríguez-Hernández, and Claudia Liliana Sánchez-Saenz. "Digital Games (Gamification) in Learning and Training: an Approach to Adaptation and Integration in the Classroom." GIST – Education and Learning Research Journal 20 (June 11, 2020): 171–88. http://dx.doi.org/10.26817/16925777.765.
Full textAntonaci, Alessandra, Roland Klemke, and Marcus Specht. "The Effects of Gamification in Online Learning Environments: A Systematic Literature Review." Informatics 6, no. 3 (2019): 32. http://dx.doi.org/10.3390/informatics6030032.
Full textBATISTA, Maria Carmem Silva. "GAMIFICATION IN LITERARY READER TRAINING." Boletim de Conjuntura (BOCA) 14, no. 40 (2023): 251–69. https://doi.org/10.5281/zenodo.7811305.
Full textPérez-Herrera, Rosa Ana, Santiago Tainta, and Cesar Elosúa. "Gamification for Photonics Students: Labescape." Optics 2, no. 4 (2021): 228–35. http://dx.doi.org/10.3390/opt2040021.
Full textPérez-Herrera, Rosa Ana, Santiago Tainta, and Cesar Elosúa. "Gamification for Photonics Students: Labescape." Optics 2, no. 4 (2021): 228–35. http://dx.doi.org/10.3390/opt2040021.
Full textHellín, Carlos J., Francisco Calles-Esteban, Adrián Valledor, Josefa Gómez, Salvador Otón-Tortosa, and Abdelhamid Tayebi. "Enhancing Student Motivation and Engagement through a Gamified Learning Environment." Sustainability 15, no. 19 (2023): 14119. http://dx.doi.org/10.3390/su151914119.
Full textSiskawati, Dian, and Puspita Dirgahayani. "Gamification: Strategy to Pull the Intention of DKI Jakarta Residents (Choice User) to Use Public Transportation." PENA TEKNIK: Jurnal Ilmiah Ilmu-Ilmu Teknik 9, no. 1 (2024): 27. http://dx.doi.org/10.51557/pt_jiit.v9i1.2521.
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 (2020): 24–30. http://dx.doi.org/10.29121/ijetmr.v7.i9.2020.779.
Full textVan der Neut, Laura, Ton Spil, and Robby Van Delden. "Pure Gamification: An Energy Case." European Conference on Games Based Learning 16, no. 1 (2022): 784–92. http://dx.doi.org/10.34190/ecgbl.16.1.683.
Full textLi, Siyi. "The Impact of Gamification Marketing Strategies on User Consumption Behavior." Highlights in Business, Economics and Management 50 (March 13, 2025): 53–58. https://doi.org/10.54097/77bwqd33.
Full textNonado, Harvey J. "TEACHING FOOD AND BEVERAGE SERVICES THROUGH GAMIFICATION." International Journal of Multidisciplinary Educational Research and Innovation 1, no. 2 (2023): 1–14. https://doi.org/10.5281/zenodo.7943268.
Full textShahri, Alimohammad, Mahmood Hosseini, Keith Phalp, Jacqui Taylor, and Raian Ali. "How to Engineer Gamification." Journal of Organizational and End User Computing 31, no. 1 (2019): 39–60. http://dx.doi.org/10.4018/joeuc.2019010103.
Full textRincon-Flores, Elvira G., and Brenda N. Santos-Guevara. "Gamification during Covid-19: Promoting active learning and motivation in higher education." Australasian Journal of Educational Technology 37, no. 5 (2021): 43–60. http://dx.doi.org/10.14742/ajet.7157.
Full textJami Pour, Mona, Khadije Rafiei, Monireh Khani, and Atena Sabrirazm. "Gamification and customer experience: the mediating role of brand engagement in online grocery retailing." Nankai Business Review International 12, no. 3 (2021): 340–57. http://dx.doi.org/10.1108/nbri-07-2020-0041.
Full textChans, Guillermo M., and May Portuguez Castro. "Gamification as a Strategy to Increase Motivation and Engagement in Higher Education Chemistry Students." Computers 10, no. 10 (2021): 132. http://dx.doi.org/10.3390/computers10100132.
Full textPinta Villacres, Leonela Cumanda, Verónica Patricia Egas Villafuerte, and Mirella del Pilar Vera Rojas. "The use of gamification in formative assessment of vocabulary learning." Revista Social Fronteriza 4, no. 6 (2024): e46506. https://doi.org/10.59814/resofro.2024.4(6)506.
Full textCarcelén-Fraile, María del Carmen. "Active Gamification in the Emotional Well-Being and Social Skills of Primary Education Students." Education Sciences 15, no. 2 (2025): 212. https://doi.org/10.3390/educsci15020212.
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