Supporting learning in higher education with a curriculum-embedded alternate reality game
Read MoreGameplay-Supported Reflections on the Dialectics of Design Practice: Exploring Relations between Designers, Design Contexts, Design Processes and Designs by Means of Gameplay
Read MoreMy Zelda Cane: Strategies Used by Blind Players to Play Visual-Centric Digital Games
Read MoreThe Impact of Gamification on Doctoral Students’ Perceptions, Emotions, and Learning in an Online Environment
Read MoreAdult Learning Sign Language by combining video, interactivity and play
Read MoreThe Benefits and Drawbacks of Kahoot: Students’ Perspective
Read MoreGamification for Maths and Physics in University Degrees through a Transportation Challenge
Read MoreAssessing the Effectiveness of Board Game-based Learning for Enhancing
Read MoreMedia Education through Digital Games: A Review on Design and Factors Influencing Learning Performance
Read MoreEnhancing education and training through data-driven adaptive problem-based Flipped Classrooms with gamification
Read MoreEducation and Games: Teachers’ Professional Knowledge in Integrating Digital Games into Instruction in School
Read MoreA gamified approach for improving the learning performance of K-6 students using Easter eggs
Read MorePerspectives of Learning and Training Practitioners on Gamification
Read MoreInvestigating the Efficacy of Gamification in an Online Positive Psychology Intervention (OPPI) Aimed at Increasing Employee Well-being
Read MoreGamification as a Learning Tool for Pro-Environmental Behavior: A Systematic Review
Read MoreToward General Design Principles for Generative AI Applications
Read MorePlug & Play? Stakeholders’ co-meaningmaking of gamification implementations in workplace learning environments
Read MoreKeep Playing or Restart? Questions about the Evaluation of Video Game Addiction from a Systematic Review in the Context of COVID-19
Read MoreFactors Influencing the Effectiveness of Serious Gaming in the Field of Vocational Orientation
Read MoreDevelopment of Gamification Learning Environment Model Using Design-Based Learning to Enhance Innovative Thinking of Undergraduate Students in Education
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