Academic literature on the topic 'Gamification of learning'
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Journal articles on the topic "Gamification of learning"
Et 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 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 (February 18, 2022): 104–16. http://dx.doi.org/10.3991/ijet.v17i03.27489.
Full textÖzdamli, Fezile, and Dlgash Faran Yazdeen. "GAMIFICATION IN COMPUTER SCIENCE COURSES: A LITERATURE REVIEW." Near East University Online Journal of Education 4, no. 2 (September 8, 2021): 90–106. http://dx.doi.org/10.32955/neuje.v4i2.345.
Full textPoondej, Chanut, and Thanita Lerdpornkulrat. "Gamification in e-learning." Interactive Technology and Smart Education 17, no. 1 (September 19, 2019): 56–66. http://dx.doi.org/10.1108/itse-06-2019-0030.
Full textMinaudo, Massimiliano. "Gamification, learning & marketing." International Robotics & Automation Journal 6, no. 3 (July 9, 2020): 103–4. http://dx.doi.org/10.15406/iratj.2020.06.00208.
Full textChan, Sumie, and Noble Lo. "Gamification in Virtual Learning in Tertiary Classrooms." International Journal of Languages, Literature and Linguistics 8, no. 1 (March 2022): 5–13. http://dx.doi.org/10.18178/ijlll.2022.8.1.314.
Full textZaric, Nadja, Rene Roepke, Vlatko Lukarov, and Ulrik Schroeder. "Gamified Learning Theory: The Moderating role of learners' learning tendencies." International Journal of Serious Games 8, no. 3 (September 17, 2021): 71–91. http://dx.doi.org/10.17083/ijsg.v8i3.438.
Full textAn, Yunjo. "Designing Effective Gamified Learning Experiences." International Journal of Technology in Education 3, no. 2 (February 21, 2020): 62. http://dx.doi.org/10.46328/ijte.v3i2.27.
Full textAriani, Diana. "Gamifikasi untuk Pembelajaran." Jurnal Pembelajaran Inovatif 3, no. 2 (November 1, 2020): 144–49. http://dx.doi.org/10.21009/jpi.032.09.
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 textDissertations / Theses on the topic "Gamification of learning"
Sæter, Sondre Løberg, and Bjørnar Valle. "Promotion of Reflective Learning through Gamification." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-23434.
Full textFischer, Helge, Corinna Lehmann, and Matthias Heinz. "LOS geht’s! Learning Experience durch Gamification." TUDpress, 2019. https://tud.qucosa.de/id/qucosa%3A36573.
Full textHerbert, Barry John Patrick. "The gamification of learning in virtual worlds." Thesis, Ulster University, 2016. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.676528.
Full textЧернець, М. О. "Using gamification to enhance foreign language learning." Thesis, Київський національний університет технологій та дизайну, 2020. https://er.knutd.edu.ua/handle/123456789/15217.
Full textVillagrasa, Falip Sergio. "Technologies enhanced learning and gamification for teaching and learning innovation." Doctoral thesis, Universitat Ramon Llull, 2016. http://hdl.handle.net/10803/351961.
Full textLa presente memoria de tesis, aborda de un modo interdisciplinar y holístico el uso de estrategias de juego (conocidas como gamificación) para incrementar la motivación del estudiante universitario usando las denominadas TEL (Technology Enhanced Learning). Con el uso de este tipo de tecnologías (entre las que se podrían encontrar la Realidad Virtual, RV; la Realidad Aumentada, RA; métodos híbridos de presentación, etc) se pretende conseguir un modo más eficaz, eficiente y satisfactorio en la adquisición de determinadas competencias. Este planteamiento basado en técnicas de investigación ligadas a la eXperiencia de Usuario (UX), se focaliza en mejorar el rendimiento académico (curriculum) de los alumnos objeto de estudio: estudiantes de 1er y 2º año de los grados de Arquitectura, Ciencias y Tecnologías de la Construcción e Ingeniería Multimedia (La Salle Campus Barcelona, Universitat Ramon Llull). La tesis comienza definiendo los objetivos e hipótesis de trabajo, para a continuación analizar las metodologías del aprendizaje y de la educación, y presentar la metodología empleada en la investigación. Seguidamente se centra en los aspectos de la evaluación de la motivación, la tecnología TEL y la gamificación aplicada en la educación. Se han desarrollado diferentes casos de estudio en las materias de Herramientas Informáticas I - II y Animación por Ordenador I - II de las áreas anteriormente indicadas. Dichas materias comparten una serie de competencias transversales: capacidad espacial, trabajo autónomo y en equipo, habilidad informática, visualización tridimensional. La introducción de métodos gamificados para la mejora en la adquisición de dichas competencias y la evaluación de los sistemas tecnológicos utilizados para su consecución, es sin duda alguna, el hecho diferencial e innovador de esta tesis. Los artículos presentados por compendio en esta tesis son un claro ejemplo de los resultados obtenidos. En ellos se puede observar, como el uso conjunto de mecánicas de juego y tecnologías avanzadas de visualización generan una mayor motivación del estudiante. Estos resultados conllevan una más rápida y mejor adquisición de las competencias lo cual se correla directamente con una mejora curricular.
This PhD dissertation addresses an interdisciplinary and holistic manner using game strategies (known as gamificación) to increase the motivation of college student using TEL (Technology Enhanced Learning). With the use of these technologies (among them could find the Virtual Reality, RV, Augmented Reality, RA; hybrid methods of presentation, etc) is to achieve a more effective, efficient and satisfactory manner in the acquisition of certain competences. This research based on techniques related to user experience (UX) approach focuses on improving academic performance (curriculum) of students under study: students 1st and 2nd year of the Degree of Architecture, Building Engineering and Multimedia Engineering (La Salle Campus Barcelona, Universitat Ramon Llull). The thesis begins defining the objectives and working hypotheses, then analyze the methodologies of learning and education, and the methodology used in the investigation. Then it focuses on aspects of assessing motivation, TEL and gamification technology applied in education. They have developed different case studies in the areas of software tools I - II and Computer Animation I - II of the areas indicated above. These materials have a number of generic skills: spatial ability, autonomous and team work, computer skills, three-dimensional visualization. Gamification methods for acquiring these skills and assessment of technological systems undoubtedly innovative differential fact of this thesis. The papers presented in this thesis by compendium are a clear example of the results obtained. These papers explain how game mechanics and advanced display technologies generate greater student motivation. These results imply a faster and better acquisition of skills which are directly correlates with curriculum improvement.
Schöbel, 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 textAbu, Dawood Sumayah Mohammadlutfi. "Students' Attitudes toward Educational Gamification in Online Learning Environments." Thesis, University of North Texas, 2019. https://digital.library.unt.edu/ark:/67531/metadc1505265/.
Full textBardwell, Tina. "Gamification with leveling up: Effects on learning science and motivation toward learning science." Otterbein University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=otbn1592234236072612.
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 textBlended learning is becoming more common within university education and the majoritiesof courses today are connected to an online portal. To easily combine teaching in theclassroom with online learning different types of learning management systems (LMS) arebeing used. Even though teachers cannot always put their trust in the students’ intrinsicmotivation and enthusiasm for learning, it is possible to affect the intrinsic motivation withthe help of extrinsic factors. With gamification extrinsic factors are used to create a fun andengaging environment without affecting the credibility of the studies. Gamification meansthat components of game design are used outside the context of gaming. This can lead to anincrease in motivation for the students. To better understand different types of motivationSelf-determination theory (SDT) is used. Based on the gameplay elements identified inscholarly texts this thesis confirms or denies, and complements this with an empirical studybased on a gamified course at university level. The gameplay elements were analyzed withSDT to see how they affected the three intrinsic psychological needs. Based on this, threedesign patterns were created to support developers and administrators of LMS whenforming a gamified course.
Ricchello, Alessandro. "Gamification e micro-learning in app per l'apprendimento della matematica." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8234/.
Full textBooks on the topic "Gamification of learning"
Kim, Sangkyun, Kibong Song, Barbara Lockee, and John Burton. Gamification in Learning and Education. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-47283-6.
Full textPrakash, Edmond C., and Madhusudan Rao. Transforming Learning and IT Management through Gamification. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-18699-3.
Full textFreyermuth, Gundolf S., Lisa Gotto, and Fabian Wallenfels. Serious Games, Exergames, Exerlearning: Zur Transmedialisierung und Gamification des Wissenstransfers. Bielefeld: Transcript, 2013.
Find full textThe gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: Pfeiffer, 2012.
Find full textKim, Sangkyun, Kibong Song, Barbara Lockee, and Burton John. Gamification in Learning and Education: Enjoy Learning Like Gaming. Springer, 2018.
Find full textPrakash, Edmond C., and Madhusudan Rao. Transforming Learning and IT Management through Gamification. Springer, 2016.
Find full textPrakash, Edmond C., and Madhusudan Rao. Transforming Learning and IT Management through Gamification. Springer, 2015.
Find full textFormative Assessment, Learning Data Analytics and Gamification. Elsevier, 2016. http://dx.doi.org/10.1016/c2015-0-00087-9.
Full textTrends on Educational Gamification: Challenges and Learning Opportunities. MDPI, 2022. http://dx.doi.org/10.3390/books978-3-0365-3539-5.
Full textKapp, Karl M. Gamification of Learning and Instruction Fieldbook: Ideas into Practice. Center for Creative Leadership, 2013.
Find full textBook chapters on the topic "Gamification of learning"
Barth, René, and Sonja Ganguin. "Mobile Gamification." In Handbuch Mobile Learning, 529–42. Wiesbaden: Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-19123-8_26.
Full textTu, Chih-Hsiung, Laura E. Sujo-Montes, and Cherng-Jyh Yen. "Gamification for Learning." In Media Rich Instruction, 203–17. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-00152-4_13.
Full textKim, Sangkyun, Kibong Song, Barbara Lockee, and John Burton. "Gamification Framework." In Gamification in Learning and Education, 59–90. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-47283-6_7.
Full textKim, Sangkyun, Kibong Song, Barbara Lockee, and John Burton. "Gamification Strategy." In Gamification in Learning and Education, 91–107. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-47283-6_8.
Full textJang, Jincheul, Jason J. Y. Park, and Mun Y. Yi. "Gamification of Online Learning." In Lecture Notes in Computer Science, 646–49. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-19773-9_82.
Full textNguyen, T. B. "The gamification of education." In Blended Learning in Engineering Education, 109–24. First edition. | London : CRC Press/Balkema, [2019]: CRC Press, 2018. http://dx.doi.org/10.1201/9781315165486-6.
Full textJenkins, Dave Allen, and Diana Mason. "Gamification in General Chemistry." In Active Learning in College Science, 439–49. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-33600-4_27.
Full textKim, Sangkyun, Kibong Song, Barbara Lockee, and John Burton. "Gamification Cases in Education." In Gamification in Learning and Education, 117–23. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-47283-6_10.
Full textCoull, Natalie, Iain Donald, Ian Ferguson, Eamonn Keane, Thomas Mitchell, Oliver V. Smith, Erin Stevenson, and Paddy Tomkins. "The Gamification of Cybersecurity Training." In E-Learning and Games, 108–11. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-65849-0_13.
Full textKim, Sangkyun, Kibong Song, Barbara Lockee, and John Burton. "Gamification Cases in STEM Education." In Gamification in Learning and Education, 125–39. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-47283-6_11.
Full textConference papers on the topic "Gamification of learning"
Zaric, Nadja, Snezana Scepanovic, and Ulrik Schroeder. "LEARNING STYLE GAMIFICATION MODEL: GAMIFICATION IN E-LEARNING BASED ON STUDENTS’ LEARNING STYLES." In 11th annual International Conference of Education, Research and Innovation. IATED, 2018. http://dx.doi.org/10.21125/iceri.2018.2068.
Full textPerttula, Arttu, and Pauliina Tuomi. "GAMIFICATION AT SCHOOL." In International Conference on Education and New Learning Technologies. IATED, 2017. http://dx.doi.org/10.21125/edulearn.2017.0756.
Full textStoffova, Veronika, and Roman Horváth. "GAMIFICATION IN PROGRAMMING LEARNING." In 13th International Conference on Education and New Learning Technologies. IATED, 2021. http://dx.doi.org/10.21125/edulearn.2021.1865.
Full textLehmann, Corinna, Helge Fischer, Matthias Heinz, and Josefin Mueller. "PonG: Parcours on Gamification - How to Get Educators Gamification-ready." In Special Session on Gamification on Computer Programming Learning. SCITEPRESS - Science and Technology Publications, 2020. http://dx.doi.org/10.5220/0009804406870693.
Full text"Gamification and Self-Directed Learning." In 13th EuropeanConference on Game Based Learning. ACI, 2020. http://dx.doi.org/10.34190/gbl.20.159.
Full textTopalli, Damla, and Nergiz Ercil Cagiltay. "GAMIFICATION IN NEUROSURGERY EDUCATION." In International Conference on Education and New Learning Technologies. IATED, 2017. http://dx.doi.org/10.21125/edulearn.2017.2498.
Full textMatsumoto, Tae. "FLIPPED CLASSROOM USING GAMIFICATION." In International Conference on Education and New Learning Technologies. IATED, 2016. http://dx.doi.org/10.21125/edulearn.2016.2121.
Full textGimenez, Monica, and Maria Del Val Sandin-Vazquez. "IMPROVING FLIPPED LEARNING THROUGH GAMIFICATION." In 12th International Conference on Education and New Learning Technologies. IATED, 2020. http://dx.doi.org/10.21125/edulearn.2020.1034.
Full textKnoll, Mathias, and Petra Kletzenbauer. "GAMIFICATION EXPERIENCES WITH MOODLE." In 10th International Conference on Education and New Learning Technologies. IATED, 2018. http://dx.doi.org/10.21125/edulearn.2018.0211.
Full textBarata, Gabriel, Sandra Gama, Joaquim Jorge, and Daniel Gonçalves. "Improving participation and learning with gamification." In Gamification '13: Gameful Design, Research, and Applications. New York, NY, USA: ACM, 2013. http://dx.doi.org/10.1145/2583008.2583010.
Full textReports on the topic "Gamification of learning"
Voloshynov, 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.], July 2020. http://dx.doi.org/10.31812/123456789/3869.
Full textFedorenko, Elena G., Nataliia V. Kaidan, Vladyslav Ye Velychko, and Vladimir N. Soloviev. Gamification when studying logical operators on the Minecraft EDU platform. [б. в.], July 2021. http://dx.doi.org/10.31812/123456789/4624.
Full textSymonenko, Svitlana V., Nataliia V. Zaitseva, Viacheslav V. Osadchyi, Kateryna P. Osadcha, and Ekaterina O. Shmeltser. Virtual reality in foreign language training at higher educational institutions. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3759.
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.], June 2021. http://dx.doi.org/10.31812/123456789/4437.
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