A meta-analysis on the influence of gamification in formal educational settings on affective and behavioral outcomes
Author:
Publisher
Springer Science and Business Media LLC
Subject
Education
Link
https://link.springer.com/content/pdf/10.1007/s11423-021-10036-1.pdf
Reference65 articles.
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2. Alomari, I., Al-Samarraie, H., & Yousef, R. (2019). The role of gamification techniques in promoting student learning: A review and synthesis. Journal of Information Technology Education: Research, 18, 395–417. https://doi.org/10.28945/4417
3. Baptista, G., & Oliveira, T. (2019). Gamification and serious games: A literature meta-analysis and integrative model. Computers in Human Behavior, 92, 306–315. https://doi.org/10.1016/j.chb.2018.11.030
4. Bedwell, W. L., Pavlas, D., Heyne, K., Lazzara, E. H., & Salas, E. (2012). Toward a taxonomy linking game attributes to learning: An empirical study. Simulation & Gaming, 43(6), 729–760. https://doi.org/10.1177/1046878112439444
5. *Bernik, A., Bubas, G., & Radosevic, D. (2018). Measurement of the effects of e-learning courses gamification on motivation and satisfaction of students. 2018 41st International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO) (pp. 0806–0811). https://doi.org/10.23919/MIPRO.2018.8400149
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