Journal articles on the topic 'Gamification'
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Rodrigues, Luiz, Paula T. Palomino, Armando Toda, and Ana Klock. "Storified quizzes in the classroom: a 12-week study in user experience and artificial intelligence courses." RENOTE 21, no. 1 (July 31, 2023): 221–30. http://dx.doi.org/10.22456/1679-1916.134349.
Full textJedel, Izabella, Adam Palmquist, and David Gillberg. "A Practical View of Gamifying Information Systems for the Future." International Journal of Gaming and Computer-Mediated Simulations 13, no. 4 (October 2021): 1–13. http://dx.doi.org/10.4018/ijgcms.291540.
Full textSu, Wanting. "Exploring the Impact of Gamification on STEM Learning in Education: The Mediating Role of Facilitating Focus." Communications in Humanities Research 40, no. 1 (September 27, 2024): 179–88. http://dx.doi.org/10.54254/2753-7064/40/20242263.
Full textLanders, Richard N. "Gamification Misunderstood: How Badly Executed and Rhetorical Gamification Obscures Its Transformative Potential." Journal of Management Inquiry 28, no. 2 (August 22, 2018): 137–40. http://dx.doi.org/10.1177/1056492618790913.
Full textAgrawal, Nishit Anurag, and Sushil Punwatkar. "Exploring the Impacts of Gamification in Marketing on Consumer’s Buying Intention." RESEARCH REVIEW International Journal of Multidisciplinary 8, no. 8 (August 14, 2023): 145–53. http://dx.doi.org/10.31305/rrijm.2023.v08.n08.025.
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 textLaura-De La Cruz, Kevin Mario, Stefany Juliana Noa-Copaja, Osbaldo Turpo-Gebera, Cecilia Claudia Montesinos-Valencia, Silvia Milagritos Bazán-Velasquez, and Gerber Sergio Pérez-Postigo. "Use of gamification in English learning in Higher Education: A systematic review." Journal of Technology and Science Education 13, no. 2 (May 8, 2023): 480. http://dx.doi.org/10.3926/jotse.1740.
Full textZakaria, Nor Zaitul Shahira, and Hanifah Mahat. "EXPLORING GAMIFICATION ELEMENTS IN EDUCATION: A BIBLIOMETRIC STUDY." International Journal of Modern Education 6, no. 23 (December 26, 2024): 769–84. https://doi.org/10.35631/ijmoe.623052.
Full textVos, Tim P., and Gregory P. Perreault. "The discursive construction of the gamification of journalism." Convergence: The International Journal of Research into New Media Technologies 26, no. 3 (March 26, 2020): 470–85. http://dx.doi.org/10.1177/1354856520909542.
Full textKassymova, G. K., M. Nursultan, and W. Xu. "Overview Study on Using Gamification in Education for Personality Development." Iasaýı ýnıversıtetіnіń habarshysy 131, no. 1 (March 30, 2024): 335–45. http://dx.doi.org/10.47526/2024-1/2664-0686.27.
Full textDi Nardo, Vincenzo, Riccardo Fino, Marco Fiore, Giovanni Mignogna, Marina Mongiello, and Gaetano Simeone. "Usage of Gamification Techniques in Software Engineering Education and Training: A Systematic Review." Computers 13, no. 8 (August 14, 2024): 196. http://dx.doi.org/10.3390/computers13080196.
Full textKaushik, Harshita, and Archana Vijay. "Gamification in Mobile Apps: Assessing the Effects on Customer Engagement and Loyalty in the Retail Industry." December 2023 5, no. 4 (December 2023): 404–16. http://dx.doi.org/10.36548/jitdw.2023.4.006.
Full textHass, Danielle, Ashley Hass, and Mathew Joseph. "A preliminary investigation of gamification from the young consumer’s perspective." Young Consumers 22, no. 3 (February 4, 2021): 413–28. http://dx.doi.org/10.1108/yc-10-2020-1221.
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 textWael Abbass Hafez, Dina, Mohamed Abd El Salam, Shimaa Farid, and Mahmoud Farouk. "The impact of gamification intention to use in e-learning through student attitude: evidence from Egyptian Private Higher Education Institutions (HIEs)." SocioEconomic Challenges 7, no. 2 (2023): 67–77. http://dx.doi.org/10.21272/sec.7(2).67-77.2023.
Full textRahayu, Flourensia Sapty, Lukito Edi Nugroho, Ridi Ferdiana, and Djoko Budiyanto Setyohadi. "Motivation and Engagement of Final-Year Students When Using E-learning: A Qualitative Study of Gamification in Pandemic Situation." Sustainability 14, no. 14 (July 20, 2022): 8906. http://dx.doi.org/10.3390/su14148906.
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 (June 18, 2021): 691–737. http://dx.doi.org/10.1108/jstp-05-2020-0094.
Full textFaganel, Armand, Filip Pačarić, and Igor Rižnar. "The Impact of Gamification on Slovenian Consumers’ Online Shopping." Administrative Sciences 14, no. 5 (April 25, 2024): 86. http://dx.doi.org/10.3390/admsci14050086.
Full textPonce Anchundia, Luis Stiven, and Carlos Humberto Chancay Cedeño. "Gamification to Improve oral Communication in English Learners: A Systematic Literature Review." Ciencia Latina Revista Científica Multidisciplinar 8, no. 6 (January 7, 2025): 6451–63. https://doi.org/10.37811/cl_rcm.v8i6.15332.
Full textDoria, Jerilyn L., Maria L. Edwas, Aprilyn Joy F. Fagsao, Juliana D. Galduen, and Maria Lourdes G. Eguia. "Using Gamification to Enhance Reading Comprehension of Grade 4 Learners." Cognizance Journal of Multidisciplinary Studies 5, no. 1 (January 30, 2025): 157–66. https://doi.org/10.47760/cognizance.2025.v05i01.013.
Full textAšeriškis, Darius, and Robertas Damaševičius. "Gamification Patterns for Gamification Applications." Procedia Computer Science 39 (2014): 83–90. http://dx.doi.org/10.1016/j.procs.2014.11.013.
Full textMila, Hayatul, and Moh Arif Mahbub. "An alternative board game to promote EFL learners grammatical skill." EnJourMe (English Journal of Merdeka) : Culture, Language, and Teaching of English 7, no. 1 (July 15, 2022): 78–87. http://dx.doi.org/10.26905/enjourme.v7i1.7043.
Full textTopushipambao, Muaricoela. "Investigating the Role of Gamification in Enhancing Language Learning Among Elementary School Students." Interdisciplinary Journal Papier Human Review 3, no. 2 (December 22, 2022): 14–22. http://dx.doi.org/10.47667/ijphr.v3i2.227.
Full textSaad, Sharina, Rafidah Amat, Nor Asni Syahriza Abu Hassan, Nur Syazwanie Mansor, and Syazliyati Ibrahim. "Preserving Indigenous Semai Folktales as A Process of Educating 21st Century Learners Through Gamification." Malaysian Journal of Social Sciences and Humanities (MJSSH) 7, no. 9 (September 30, 2022): e001751. http://dx.doi.org/10.47405/mjssh.v7i9.1751.
Full textHelmefalk, Miralem. "An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes." International Journal of Serious Games 6, no. 1 (March 14, 2019): 3–26. http://dx.doi.org/10.17083/ijsg.v6i1.262.
Full textSam-Epelle, Ibelema, Olakunle Olayinka, and Peter Jones. "The Evolution of Enterprise Gamification in the Digital Era and the Role of Value-Based Models." Sustainability 14, no. 15 (July 28, 2022): 9251. http://dx.doi.org/10.3390/su14159251.
Full textLegala Sreya and Dr. B. Lavanya. "A Study of Gamification in Select Service." International Research Journal on Advanced Engineering and Management (IRJAEM) 2, no. 09 (September 4, 2024): 2829–33. http://dx.doi.org/10.47392/irjaem.2024.0414.
Full textChee Hoo, Wong, Veera Pandiyan Kaliani Sundram, Ahmad Rais Mohamad Mokhtar, Natasha Dzulkalnine, Nur' Asyiqin Ramdhan, Prem Chhetri, and Christian Wiradendi Wolor. "Gamification in supply chain education: A comparative study of supply chain card games and board games in Malaysian tertiary institutions." Edelweiss Applied Science and Technology 8, no. 6 (September 16, 2024): 18–30. http://dx.doi.org/10.55214/25768484.v8i6.1703.
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 textRezi, Melisa, Ahmad Firdaus Mohd Noor, and Tsai Nicholas. "Utilization of Gamification in Arabic Language Learning to Increase Student Motivation and Achievement." Lughawiyah: Journal of Arabic Education and Linguistics 6, no. 1 (June 28, 2024): 1. http://dx.doi.org/10.31958/lughawiyah.v6i1.12559.
Full textMüller-Stewens, Jessica, Andreas Herrmann, Tobias Schlager, and Martin Riedi. "Gamification." WiSt - Wirtschaftswissenschaftliches Studium 44, no. 7 (2015): 12–16. http://dx.doi.org/10.15358/0340-1650-2015-7-12.
Full textLau, Angelika, and Margret Borchert. "Gamification." WiSt - Wirtschaftswissenschaftliches Studium 49, no. 5 (2020): 5–10. http://dx.doi.org/10.15358/0340-1650-2020-5-5.
Full textBasten, Dirk. "Gamification." IEEE Software 34, no. 5 (2017): 76–81. http://dx.doi.org/10.1109/ms.2017.3571581.
Full textBharamgoudar, Reshma. "Gamification." Clinical Teacher 15, no. 3 (June 2018): 268–69. http://dx.doi.org/10.1111/tct.12787.
Full textDeterding, Sebastian. "Gamification." Interactions 19, no. 4 (July 2012): 14–17. http://dx.doi.org/10.1145/2212877.2212883.
Full textRöhle, Theo. "Gamification." POP 3, no. 2 (September 1, 2014): 61–64. http://dx.doi.org/10.14361/pop-2014-0210.
Full textPrince, J. Dale. "Gamification." Journal of Electronic Resources in Medical Libraries 10, no. 3 (July 2013): 162–69. http://dx.doi.org/10.1080/15424065.2013.820539.
Full textDale, Steve. "Gamification." Business Information Review 31, no. 2 (June 2014): 82–90. http://dx.doi.org/10.1177/0266382114538350.
Full textCraig Liebenson, D. C. "Gamification." Journal of Bodywork and Movement Therapies 22, no. 1 (January 2018): 232–34. http://dx.doi.org/10.1016/j.jbmt.2017.12.009.
Full textBlohm, Ivo, and Jan Marco Leimeister. "Gamification." WIRTSCHAFTSINFORMATIK 55, no. 4 (June 14, 2013): 275–78. http://dx.doi.org/10.1007/s11576-013-0368-0.
Full textBlohm, Ivo, and Jan Marco Leimeister. "Gamification." Business & Information Systems Engineering 5, no. 4 (June 14, 2013): 275–78. http://dx.doi.org/10.1007/s12599-013-0273-5.
Full textKingsley, Tara L., and Melissa M. Grabner-Hagen. "Gamification." Journal of Adolescent & Adult Literacy 59, no. 1 (April 11, 2015): 51–61. http://dx.doi.org/10.1002/jaal.426.
Full textKalaf, Luke. "Gamification." International Journal of Narrative Therapy and Community Work 2023, no. 1 (September 19, 2023): 25–32. http://dx.doi.org/10.4320/fwjy1582.
Full textDe Campos, Ariana, and Amanda Franzão Rodrigues da Silva. "Gamification." Revista Triângulo 16, no. 3 (January 24, 2024): 169–88. http://dx.doi.org/10.18554/rt.v16i3.6809.
Full textTayal, Swati, and K. Rajagopal. "Gamification with Codeathon for Productivity Toward Sustainable Development Goal 8 – Decent Work and Economic Growth." Brazilian Journal of Operations & Production Management 21, no. 4 (November 23, 2024): 2089. http://dx.doi.org/10.14488/bjopm.2089.2024.
Full textMohd Safar, Noor Zuraidin, Hazalila Kamaludin, Masitah Ahmad, Muhammad Hanif Jofri, Norfaradilla Wahid, and Taufik Gusman. "Intervention Strategies through Interactive Gamification E-Learning Web-Based Application to Increase Computing Course Achievement." JOIV : International Journal on Informatics Visualization 6, no. 2 (June 30, 2022): 376. http://dx.doi.org/10.30630/joiv.6.2.1001.
Full textMutholib, Abdul, Ma’rifatul Munjiah, and Syamfa Agny Anggara. "The Use of Gamification in Teaching Writing Skills to Junior High Students | Istikhdām Al Tal’īb Fī Ta’līm Mahārah Al Kitābah Lada Thullāb Al Madāris Al Muthawassithah." Ta'lim al-'Arabiyyah: Jurnal Pendidikan Bahasa Arab & Kebahasaaraban 7, no. 1 (June 1, 2023): 72–87. http://dx.doi.org/10.15575/jpba.v7i1.23894.
Full textBuckley, 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 textGómez, Sebastián. "“Good Icing can’t Change an Average Cake”." Digital Culture & Society 5, no. 2 (December 1, 2019): 61–82. http://dx.doi.org/10.14361/dcs-2019-0205.
Full textSiregar, Yunarni, Ifan Iskandar, and Ratna Dewanti. "Teaching Indonesian Speaking Skills with A Gamification Approach." English Education Journal 13, no. 3 (December 18, 2022): 361–72. http://dx.doi.org/10.24815/eej.v13i3.26190.
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