Nebula, a Gamification Framework for a High-quality Online Learning Experience
Read MoreUse of a Gamified Platform to Improve Scientific Writing in Engineering Students
Read MoreEnhancing English Acquisition: Effects of among us Game-Based Gamification on Language Competence, Motivation, Attention, and Attitude towards the English Subject
Read MoreEvaluating cognitive performance using virtual reality gamified exercises
Read MoreUsing Gamification to Develop Students As Strategic Thinkers: A Qualitative Perspective
Read MoreImplementing Gamified Learning in University Environment
Read MoreThe Consistency of Gamification User Types: A Study on the Change of Preferences over Time
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
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