Journal articles on the topic 'Gamification mechanics'
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Helmefalk, Miralem. "An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes." International Journal of Serious Games 6, no. 1 (2019): 3–26. http://dx.doi.org/10.17083/ijsg.v6i1.262.
Full textIrunokhai, 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 textFaganel, Armand, Filip Pačarić, and Igor Rižnar. "The Impact of Gamification on Slovenian Consumers’ Online Shopping." Administrative Sciences 14, no. 5 (2024): 86. http://dx.doi.org/10.3390/admsci14050086.
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 textTan, Caroline S. L. "Gamifying OTT: a study on consumer attitudes toward game elements and OTT media service provider brands in gamification." Young Consumers 22, no. 3 (2021): 328–47. http://dx.doi.org/10.1108/yc-11-2020-1245.
Full textPRASAD, KDV, Mruthyanjaya Rao Mangipudi, and Rajesh Vaidya. "Gamification Framework With Reference to Business Perspective." International Journal of Professional Business Review 7, no. 5 (2022): e0702. http://dx.doi.org/10.26668/businessreview/2022.v7i5.702.
Full textKolesnik, Natalya V., and Sofia Khosueva. "Political communications and game mechanics." Semiotic studies 2, no. 3 (2022): 119–27. http://dx.doi.org/10.18287/2782-2966-2022-2-3-119-127.
Full textZaitsev, Dmitry A. "Gamification and platform work." Vestnik BIST (Bashkir Institute of Social Technologies), no. 2(63) (June 28, 2024): 157–60. http://dx.doi.org/10.47598/2078-9025-2024-2-63-157-160.
Full textRomashkin, Viktor A. "Gamification elements in event marketing." Neophilology, no. 1 (2023): 195–201. http://dx.doi.org/10.20310/2587-6953-2023-9-1-195-201.
Full textHelmefalk, Miralem, Siw Lundqvist, and Leif Marcusson. "The Role of Mechanics in Gamification." International Journal of Virtual and Augmented Reality 3, no. 1 (2019): 18–41. http://dx.doi.org/10.4018/ijvar.2019010102.
Full textElwaaey, Hossameldin. "Gamification in Business: Enhancing Job Satisfaction through Game Mechanics." International Journal Of Modern Engineering Research (IJMER) 14, no. 5 (2024): 44–47. https://doi.org/10.5281/zenodo.15172347.
Full textTan, Chek Tien, Oran Zane Devilly, Sok Mui Lim, et al. "The Effect of Gamification Mechanics on User Experiences of AdventureLEARN: A Self-Driven Learning Platform." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (2023): 1091–114. http://dx.doi.org/10.1145/3611062.
Full textKurniawan Suryatama and Ika Lestari Damayanti. "Unlocking the Potential: Exploring Factors and Overcoming Challenges in Gamifying English Literacy." Journal of English Education and Teaching 7, no. 4 (2023): 862–80. http://dx.doi.org/10.33369/jeet.7.4.862-880.
Full textZiatkevich, Anzhelika Sergeevna, Iuliia Valerevna Chernitsyna, and Emma Artsrunovna Grigorian. "The use of gamification in the process of learning a foreign language." Interactive science, no. 7 (83) (September 28, 2023): 26–27. http://dx.doi.org/10.21661/r-560497.
Full textAlshiha, Mada Bandar, and Ahlam Mohammed Al-Abdullatif. "Gamification in Flipped Classrooms for Sustainable Digital Education: The Influence of Competitive and Cooperative Gamification on Learning Outcomes." Sustainability 16, no. 23 (2024): 10734. https://doi.org/10.3390/su162310734.
Full textLaksanasut, Saharat. "Gamification in ESL/EFL Education: Transforming Language Learning and Teaching Through Play." TESOL and Technology Studies 6, no. 1 (2025): 16–29. https://doi.org/10.48185/tts.v6i1.1562.
Full textChristopoulos, Athanasios, and Stylianos Mystakidis. "Gamification in Education." Encyclopedia 3, no. 4 (2023): 1223–43. http://dx.doi.org/10.3390/encyclopedia3040089.
Full textAntonov, Yevhenii. "STUDY OF READINESS OF COMPUTER SCIENCE TEACHERS FORUSING GAMIFICATION IN THE EDUCATIONAL PROCESS." Scientific Journals of the International Academy of Applied Sciences in Lomza 91, no. 3 (2024): 254–64. https://doi.org/10.58246/8z81ms94.
Full textHammedi, Wafa, Thomas Leclerq, and Allard C. R. Van Riel. "The use of gamification mechanics to increase employee and user engagement in participative healthcare services." Journal of Service Management 28, no. 4 (2017): 640–61. http://dx.doi.org/10.1108/josm-04-2016-0116.
Full textBonetti, Federico, and Sara Tonelli. "Measuring Orthogonal Mechanics in Linguistic Annotation Games." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (2021): 1–16. http://dx.doi.org/10.1145/3474692.
Full textHansil, Rishma. "How Gamification Mechanics Can Improve Student Engagement." Childhood Education 97, no. 4 (2021): 62–67. http://dx.doi.org/10.1080/00094056.2021.1951568.
Full textPonomarenko, Pavlo. "Гейміфікація при вивченні небесної механіки за допомогою Kerbal Space Program". Aerospace Technic and Technology, № 1 (23 січня 2025): 59–69. https://doi.org/10.32620/aktt.2025.1.06.
Full textAsaulenko, E. V., and N. I. Pak. "ELECTRONIC LEARNING TOOLS WITH GAMIFICATION ELEMENTS." BULLETIN Series of Physics & Mathematical Sciences 71, no. 3 (2020): 159–64. http://dx.doi.org/10.51889/2020-3.1728-7901.23.
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 textAngco, Robert Jay, Mila Mae Caballero, Rizza Caumeran, Ariel Grijaldo, Jr., and Norly R. Plasencia. "A Gamified Instruction in Teaching Physical Education: A Meta-Synthesis." HUMAN BEHAVIOR, DEVELOPMENT and SOCIETY 26, no. 1 (2025): 24–36. https://doi.org/10.62370/hbds.v26i1.278090.
Full textSamodumska, Olena, Inna Zarishniak, Halyna Tarasenko, Svitlana Buchatska, Iuliia Budas, and Iryna Tregubenko. "Gamification in Non-Formal Adult Educational Practices." Revista Romaneasca pentru Educatie Multidimensionala 14, no. 2 (2022): 156–76. http://dx.doi.org/10.18662/rrem/14.2/573.
Full textRosina Zahara, Gihari Eko Prasetyo, and Dwi Mirza Yanti. "Kajian Literatur : Gamifikasi di Pendidikan Dasar." SOKO GURU: Jurnal Ilmu Pendidikan 1, no. 1 (2021): 76–87. http://dx.doi.org/10.55606/sokoguru.v1i1.1783.
Full textKiselicki, Martin, and Saso Josimovski. "Implementation of Gamification in Heis in the Republic of Macedonia." Economic Analysis 51, no. 3-4 (2018): 57–66. http://dx.doi.org/10.28934/ea.18.51.34.pp57-66.
Full textBredikhina, N. S. "Phenomenon of gamification in promoting remote educational services." Communication studies, no. 2 (2017): 96–108. http://dx.doi.org/10.24147/2413-6182.2017.2.96-108.
Full textDoherty, Shawn, Evan Palmer, and Laura Strater. "Gamification: Current Research and Applications." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, no. 1 (2017): 2096–99. http://dx.doi.org/10.1177/1541931213602006.
Full textMaranchak, Mykola, and Nadiya Maranchak. "Gamification Mechanics Usage for UGC Promotion in Online Library Marketing." Ukrainian Journal on Library and Information Science, no. 11 (June 23, 2023): 21–33. http://dx.doi.org/10.31866/2616-7654.11.2023.282652.
Full textMaranchak, Mykola, and Nadiya Maranchak. "Gamification Mechanics Usage for UGC Promotion in Online Library Marketing." Ukrainian Journal on Library and Information Science, no. 11 (June 23, 2023): 21–33. https://doi.org/10.31866/2616-7654.11.2023.282652.
Full textAbu Qub’a, Abdallah, Omar Abdullah Al-Haj Eid, Ghassan Adnan Hasan, and Jassim Al Herz. "The Effect of Utilizing Gamification in Enhancing English Language Skills in University Settings." World Journal of English Language 14, no. 4 (2024): 428. http://dx.doi.org/10.5430/wjel.v14n4p428.
Full textKhodabandelou, Rouhollah, Parastoo Roghanian, Hamed Gheysari, and Azadeh Amoozegar. "A systematic review of gamification in organizational learning." Learning Organization 30, no. 2 (2022): 251–72. http://dx.doi.org/10.1108/tlo-05-2022-0057.
Full textToimah, Tatu Fidiatu, Yusril Ihza Maulana, and Irfan Fajar. "Gamification Model Framework and its Use in E-Learning in Higher Education." IAIC Transactions on Sustainable Digital Innovation (ITSDI) 3, no. 1 (2021): 28–35. http://dx.doi.org/10.34306/itsdi.v3i1.520.
Full textLopes, João M., Sofia Gomes, Pedro Lopes, et al. "Exploring the Role of Gamification in the Online Shopping Experience in Retail Stores: An Exploratory Study." Social Sciences 12, no. 4 (2023): 235. http://dx.doi.org/10.3390/socsci12040235.
Full textLim, Darren, Mageswaran Sanmugam, and Wan Ahmad Jaafar Wan Yahaya. "Addressing the Dilemma of Online Gamification with Subgame Perfect Equilibria." International Journal of Information and Education Technology 13, no. 4 (2023): 757–62. http://dx.doi.org/10.18178/ijiet.2023.13.4.1864.
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 (2019): 72–94. http://dx.doi.org/10.26522/tl.v12i1.443.
Full textKaur, Jaspreet, Rambabu Lavuri, Ratri Parida, and Sujay Vikram Singh. "Exploring the Impact of Gamification Elements in Brand Apps on the Purchase Intention of Consumers." Journal of Global Information Management 31, no. 1 (2023): 1–30. http://dx.doi.org/10.4018/jgim.317216.
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 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 textSetiana, Henry, and Seng Hansun. "Gamified Android-Based Academic Information System." International Journal of Evaluation and Research in Education (IJERE) 6, no. 2 (2017): 164. http://dx.doi.org/10.11591/ijere.v6i2.7595.
Full textZhang, Qi, Liheng Yu, and Zhonggen Yu. "A Content Analysis and Meta-Analysis on the Effects of Classcraft on Gamification Learning Experiences in terms of Learning Achievement and Motivation." Education Research International 2021 (November 20, 2021): 1–21. http://dx.doi.org/10.1155/2021/9429112.
Full textTsarenkova, N. A. "Gamification in Foreign Language Classes (on the Example of Learning German)." Courier of Kutafin Moscow State Law University (MSAL)) 1, no. 11 (2024): 148–55. http://dx.doi.org/10.17803/2311-5998.2023.111.11.148-155.
Full textKULESHOV, S. M., and D. A. TSARYUK. "THE INFLUENCE OF GAMIFICATION ON THE INNOVATIVE MOTIVATION OF EMPLOYEES." Sociopolitical Sciences 13, no. 4 (2023): 131–36. http://dx.doi.org/10.33693/2223-0092-2023-13-4-131-136.
Full textAdilkhan, Sh, and Madina Alimanova. "GAMIFICATION OF MEDICAL PROCESSES." Journal of Emerging Technologies and Computing 53, no. 2 (2020): 5–10. https://doi.org/10.47344/wz31jr42.
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 textSholahudin, Usep, and Yenti Yenti. "Possible Gamification Learning for Optimizing Student Learning Motivation?" EduLine: Journal of Education and Learning Innovation 2, no. 3 (2022): 261–66. http://dx.doi.org/10.35877/454ri.eduline975.
Full textChristopher, Leon, and Alexander Waworuntu. "Java Programming Language Learning Application Based on Octalysis Gamification Framework." IJNMT (International Journal of New Media Technology) 8, no. 1 (2021): 65–69. http://dx.doi.org/10.31937/ijnmt.v8i1.2049.
Full textNajjar, Eman Ahmd, and Reham Ahmd Salhab. "Position Paper: Gamification in the Learning Process." International Journal of Online and Biomedical Engineering (iJOE) 18, no. 01 (2022): 148–53. http://dx.doi.org/10.3991/ijoe.v18i01.26609.
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