To Use or Not to Use: Impact of Personality on the Intention of Using Gamified Learning Environments
Read MoreExamining the effects of mixed and non-digital gamification on students' learning performance, cognitive engagement and course satisfaction
Read MoreLevelling Up Organisational Learning Through Gamification: Based on Evidence from Public Sector Organisations in India
Read MoreDigital Game-Based Learning: Foundations, Applications, and Critical Issues
Read MoreGamification, Manipulation, and Domination
Read MoreStudents' intention to use gamification and virtual reality in the hybrid learning process: an empirical study in the training of technical professionals
Read MoreLeveraging Gamification into EFL Grammar Class to Boost Student Engagement
Read MoreDesign Principles for Integrating Gamification into Distance Learning Programs in Higher Education: A Mixed Method Study
Read More“Alexa, can we design gamification without a screen?” - Implementing cooperative and competitive audio-gamification for intelligent virtual assistants
Read MoreGamification in innovation teams
Read MoreFeatures of gamification component introduction during the development of constructive strategies for overcoming youth life crises
Read MoreTerritorial or nomadic? Geo-social determinants of location-based IT use: a study in Pokémon GO
Read MoreHow is gamification like being trapped in the Matrix? And what is the ‘real-world’ of game-based learning?
Read MoreIncorporating fantasy into gamification promotes student learning and quality of online interaction
Read MoreEnhancing exercise visitors’ behavioral engagement through gamified experiences: A spatial approach
Read MoreGamifying and evaluating problem structuring: A card game workshop for generating decision objectives
Read MoreUsing Gamification to Facilitate Students’ Self-Regulation in E-Learning: A Case Study on Students’ L2 English Learning
Read MoreDeveloping a gamified system and a questionnaire for the future study of students’ motivation through gamification for learning Spanishas a foreign language in the university context
Read MoreStrategies for Effective Use of Gamification Technology in E-Learning and E-Assessment
Read MoreMusA: a Gamified Virtual Reality Museum
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