Fantasy, facts and fun: digital health games for impact and implementation
Read MoreThe effect of gamification-based training on the knowledge, attitudes, and academic achievement of male adolescents in preventing substance and internet addiction
Read MoreGamified metacognitive prompts in a higher education flipped classroom
Read MoreGamification for Climate Change Engagement: A User-Centered Design Agenda
Read MoreDesign Principles for Gamified Pedagogical Conversational Agents
Read MoreThe use of gamification strategies to enhance employees’ attitudes towards e-training systems
Read MoreA Review of Tools for the Design and Development of Online Interactive Gamified Content: A Simulation Study
Read MoreThe Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review
Read MoreAdopting Design Ethnography to Inform the Gamification Outline for a Recycling Station
Read MoreThe ‘‘STAR WARS: The First Jedi’’ Program—Effects of Gamification on Psychological Well-Being of College Students
Read MoreInvestigating the effectiveness of gamification on supply chain operations knowledge and practice
Read MoreFostering sustainable development goals through gamification
Read MoreGamification Equilibrium: The Fulcrum for Balanced Intrinsic Motivation and Extrinsic Rewards in Electronic Learning Systems
Read MoreGamified online surveys: Assessing experience with self-determination theory
Read MoreThe Role Of Gamification, Perceived Playfulness, Learning Engagement, and Learning Motivation On Academic Achievement In Hybrid Learning
Read MoreThe Relationship between Users’ Behavior and Their Flow Experience in Gamified Systems
Read MorePerception of Scientific Writing and Gamification in Engineering Students: A Mixed Study
Read MoreGamification in Education
Read MoreProposal for a gamification strategy applied to remote learning
Read MoreEffectiveness of gamification and selection of appropriate teaching methods of creativity: Students’ perspectives
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