Gamification Applications in E-learning: A Literature Review

Author:

Saleem Awaz Naaman,Noori Narmin Mohammed,Ozdamli Fezile

Publisher

Springer Science and Business Media LLC

Subject

Computer Science Applications,Human-Computer Interaction,Education,Mathematics (miscellaneous)

Reference81 articles.

1. Agrawal AK, Mittal GK (2018) The role of ICT in higher education for the 21st century ICT as a change agent for education. Multidisciplinary Higher Education, Research, Dynamics & Concepts Opportunities & Challenges for Sustainable Development (ISBN 978-93-87662-12-4), 1(1):76–83‏

2. Al-Azawi, R., Al-Faliti, F., & Al-Blushi, M. (2016). Educational gamification vs game-based learning comparative study. International Journal of Innovation, Management, and Technology, 7(4), 132–136. https://doi.org/10.18178/ijimt.2016.7.4.659.

3. Aldemir, T., Celik, B., & Kaplan, G. (2018). A qualitative investigation of student perceptions of game elements in a gamified course. Computers in Human Behavior, 78, 235–254. https://doi.org/10.1016/j.chb.2017.10.001.

4. Aloia, L., & Vaporciyan, A. A. (2019). E-learning trends and how to apply them to thoracic surgery education. Thoracic surgery clinics, 29(3), 285–290.

5. Arnold, B. J. (2014). Gamification in education. Proceedings of the American Society of Business and Behavioral Sciences, 21(1), 32–39.

Cited by 174 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3