Journal articles on the topic 'Gamification of learning'
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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 textTakemoto, Takuji, and Hiroko Oe. "Entrepreneurship education at universities: challenges and future perspectives on online game implementation." Entrepreneurship Education 4, no. 1 (February 2, 2021): 19–37. http://dx.doi.org/10.1007/s41959-020-00043-3.
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 textThomas, Nibu John, Rupashree Baral, and Chitra Dey. "Gamification Through Flow: Exploring the Mechanism in Gamification of Learning." Academy of Management Proceedings 2019, no. 1 (August 1, 2019): 16857. http://dx.doi.org/10.5465/ambpp.2019.16857abstract.
Full textZhang, Qi, and Zhonggen Yu. "Investigating and Comparing the Effects on Learning Achievement and Motivation for Gamification and Game-Based Learning: A Quantitative Study Employing Kahoot." Education Research International 2022 (April 23, 2022): 1–16. http://dx.doi.org/10.1155/2022/9855328.
Full textSari, Pratiwi Kartika, Basuki Wibawa, and Nurdin Ibrahim. "Exploring Gamification Component Framework to Enhance Motivation in Higher Education: Literature Review." Journal of Computational and Theoretical Nanoscience 17, no. 2 (February 1, 2020): 996–1003. http://dx.doi.org/10.1166/jctn.2020.8756.
Full textBoopathi, K., S. Sreejith, and A. Bithin. "Learning Cyber Security Through Gamification." Indian Journal of Science and Technology 8, no. 7 (April 1, 2015): 642. http://dx.doi.org/10.17485/ijst/2015/v8i7/67760.
Full textKhaleel, Firas Layth, Noraidah Sahari@Ashaari, Tengku Siti Meriam Tengku Wook, and Amirah Ismail. "Gamification Elements for Learning Applications." International Journal on Advanced Science, Engineering and Information Technology 6, no. 6 (December 22, 2016): 868. http://dx.doi.org/10.18517/ijaseit.6.6.1379.
Full textKaragiorgas, Dimitrios N., and Shari Niemann. "Gamification and Game-Based Learning." Journal of Educational Technology Systems 45, no. 4 (May 17, 2017): 499–519. http://dx.doi.org/10.1177/0047239516665105.
Full textLavoue, Elise, Baptiste Monterrat, Michel Desmarais, and Sebastien George. "Adaptive Gamification for Learning Environments." IEEE Transactions on Learning Technologies 12, no. 1 (January 1, 2019): 16–28. http://dx.doi.org/10.1109/tlt.2018.2823710.
Full textPedro Lopes, Rui. "GAMIFICATION AS A LEARNING TOOL." International Journal of Developmental and Educational Psychology. Revista INFAD de Psicología. 2, no. 1 (September 18, 2016): 565. http://dx.doi.org/10.17060/ijodaep.2014.n1.v2.473.
Full textPark, Sungjin, and Sangkyun Kim. "Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning." Sustainability 13, no. 8 (April 12, 2021): 4267. http://dx.doi.org/10.3390/su13084267.
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 (October 31, 2021): 28–35. http://dx.doi.org/10.34306/itsdi.v3i1.520.
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 (January 26, 2022): 148–53. http://dx.doi.org/10.3991/ijoe.v18i01.26609.
Full textShenoy, Veena, and Doel Bhattacharya. "Engaging Mind Chemistry with Gamification: HR Practitioners Views." Ushus Journal of Business Management 19, no. 4 (December 12, 2020): 39–48. http://dx.doi.org/10.12725/ujbm.53.4.
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 textGaonkar, Dr Sudhakar, Dr Dur Khan, Manisha Manisha, and Ashish Singh. "Impact of Gamification on Learning and Development." Journal of Advances in Education and Philosophy 6, no. 2 (February 18, 2022): 63–70. http://dx.doi.org/10.36348/jaep.2022.v06i02.003.
Full textHandayani, Putu Wuri, Satrio Raffani Raharjo, and Panca Hadi Putra. "Active Student Learning through Gamification in a Learning Management System." Electronic Journal of e-Learning 19, no. 6 (December 17, 2021): pp601–613. http://dx.doi.org/10.34190/ejel.19.6.2089.
Full textPaiva, José, José Leal, and Ricardo Queirós. "Gamification of learning activities with the Odin service." Computer Science and Information Systems 13, no. 3 (2016): 809–26. http://dx.doi.org/10.2298/csis160123025p.
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 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 textZulfikar, Ferdy Achmad, and Akhmad Unggul. "Pengembangan Gamifikasi Pada Modul E - Learning Service Excellence Untuk Karyawan Frontliner." Jurnal Inovasi Informatika 7, no. 1 (March 31, 2022): 44–56. http://dx.doi.org/10.51170/jii.v7i1.237.
Full textAntonaci, Alessandra, Roland Klemke, and Marcus Specht. "The Effects of Gamification in Online Learning Environments: A Systematic Literature Review." Informatics 6, no. 3 (August 12, 2019): 32. http://dx.doi.org/10.3390/informatics6030032.
Full textYamani, Hanaa Abdulraheem. "A Conceptual Framework for Integrating Gamification in eLearning Systems Based on Instructional Design Model." International Journal of Emerging Technologies in Learning (iJET) 16, no. 04 (February 26, 2021): 14. http://dx.doi.org/10.3991/ijet.v16i04.15693.
Full textHidayatulloh, Indra, Sigit Pambudi, Herman Dwi Surjono, and Totok Sukardiyono. "Gamification on Chatbot-Based Learning Media: a Review and Challenges." Elinvo (Electronics, Informatics, and Vocational Education) 6, no. 1 (October 5, 2021): 71–80. http://dx.doi.org/10.21831/elinvo.v6i1.43705.
Full textRozman, Tomislav, and Liliana Donath. "The Current State of the Gamification in E-Learning." Mednarodno inovativno poslovanje = Journal of Innovative Business and Management 11, no. 3 (December 17, 2019): 5–19. http://dx.doi.org/10.32015/jibm/2019-11-3-2.
Full textZaric, Nadja, Vlatko Lukarov, and Ulrik Schroder. "A Fundamental Study for Gamification Design: Exploring Learning Tendencies’ Effects." International Journal of Serious Games 7, no. 4 (December 4, 2020): 3–25. http://dx.doi.org/10.17083/ijsg.v7i4.356.
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 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 (June 27, 2021): 65–69. http://dx.doi.org/10.31937/ijnmt.v8i1.2049.
Full textDinata, Hendra. "Gamification in Education Context: The Intention, The Design and The Result." Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi 6, no. 2 (July 28, 2021): 75–80. http://dx.doi.org/10.25139/inform.v6i2.4035.
Full textVillagrasa, Sergi, David Fonseca, Ernest Redondo, and Jaume Duran. "Teaching Case of Gamification and Visual Technologies for Education." Journal of Cases on Information Technology 16, no. 4 (October 2014): 38–57. http://dx.doi.org/10.4018/jcit.2014100104.
Full textPutra, Syahrizal Dwi, Diah Aryani, and Hani Dewi Ariessanti. "Pemanfaatan Aplikasi Gamifikasi Wordwall Di Era Pandemi Covid-19 Untuk Meningkatkan Proses Pembelajaran Daring." TERANG 4, no. 1 (December 4, 2021): 83–90. http://dx.doi.org/10.33322/terang.v4i1.1453.
Full textAbdul Rahim, Rini Hafzah, Aslina Baharum, and Hanafi Hijazi. "Evaluation on effectiveness of learning linear algebra using gamification." Indonesian Journal of Electrical Engineering and Computer Science 17, no. 2 (February 1, 2020): 997. http://dx.doi.org/10.11591/ijeecs.v17.i2.pp997-1004.
Full textShlenova, M. "Gamification as a tool for increasing the learning efficiency of future librarians." Visnyk of Kharkiv State Academy of Culture, no. 59 (July 16, 2021): 53–58. http://dx.doi.org/10.31516/2410-5333.059.05.
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 textAn, Jiwon. "Factor Influencing Learning Outcome in Nursing Education Using Gamification: A Scoping Review." Journal of Korean Academy of Fundamentals of Nursing 28, no. 4 (November 30, 2021): 440–57. http://dx.doi.org/10.7739/jkafn.2021.28.4.440.
Full textRice, John W. "The Gamification of Learning and Instruction." International Journal of Gaming and Computer-Mediated Simulations 4, no. 4 (October 2012): 81–83. http://dx.doi.org/10.4018/jgcms.2012100106.
Full textBrull, Stacey, and Susan Finlayson. "Importance of Gamification in Increasing Learning." Journal of Continuing Education in Nursing 47, no. 8 (August 1, 2016): 372–75. http://dx.doi.org/10.3928/00220124-20160715-09.
Full textCaporarello, Leonardo, Massimo Magni, and Ferdinando Pennarola. "Learning and gamification: a possible relationship?" EAI Endorsed Transactions on e-Learning 4, no. 16 (December 19, 2017): 153488. http://dx.doi.org/10.4108/eai.19-12-2017.153488.
Full textGiannetto, David, Joseph T. Chao, and Anthony Fontana. "Gamification in a Social Learning Environment." Issues in Informing Science and Information Technology 10 (2013): 195–207. http://dx.doi.org/10.28945/1806.
Full textGündüz, Abdullah Yasin, and Buket Akkoyunlu. "Effectiveness of Gamification in Flipped Learning." SAGE Open 10, no. 4 (October 2020): 215824402097983. http://dx.doi.org/10.1177/2158244020979837.
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