Best of Both Worlds: The Inclusion of Gamification in Virtual Lab Environments to Increase Educational Value
Read MoreVideo Game Play: Any Association With Preteens’ Cognitive Ability Test Performance?
Read More“Absolute or Relative?” – Exploring the Choice Between Leaderboard Types in an Image Tagging Task
Read MoreDo Hexad User Types Matter? Effects of (Non-) Personalized Gamification on Task Performance and User Experience in an Image Tagging Task
Read MoreInfluence of Gamification Elements on Explicit Motive Dispositions
Read MoreUsing an Interactive Game for Strategic Thinking Education: The Role of Gender and Experience
Read MoreDigital Game-Based Learning: An Innovative Approach in Teaching Science in a New Normal Setting
Read MoreResponse to relative performance feedback in simulation games
Read MoreResponse to relative performance feedback in simulation games
Read MoreExploring Intrinsic Motivating Factors in Gamified Context: A Mixed-Method Study
Read MoreDoes gender stereotype threat affects the levels of aggressiveness, learning and flow in gamified learning environments?: An experimental study
Read MoreIntegration of a social robot and gamification in adult learning and effects on motivation, engagement and performance
Read MoreIntegration of a social robot and gamification in adult learning and effects on motivation, engagement and performance
Read More“Alexa, can we design gamification without a screen?” - Implementing cooperative and competitive audio-gamification for intelligent virtual assistants
Read MoreCan Gamification Influence the Academic Performance of Students?
Read MoreHere Comes No Boom! The Lack of Sound Feedback Effects on Performance and User Experience in a Gamified Image Classification Task
Read MoreExamining the productiveness of failure in serious gaming
Read MoreAn Evaluation of the Relationship Between Perceptions and Performance of Students in serious Game
Read MoreLearning teamwork through a computer game: for the sake of performance or collaborative learning?
Read MoreGamification in Nutrition Apps – Users’ Gamification Element Preferences: A Best-Worst-Scaling Approach
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