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Zhongling Pi; Qiuchen Yu; Yi Zhang; Yan Li; Hui Chen; Jiumin Yang – Journal of Computer Assisted Learning, 2024
Background: Leaderboards are a highly popular gamification component used in student learning to enhance motivation, attentional engagement, and learning performance. However, few studies have examined the effects of individual leaderboard elements on English vocabulary learning through video lectures. Objectives: The present study aimed to…
Descriptors: Gamification, Student Motivation, Learner Engagement, Academic Achievement
Zhao, Fan; Fang, Xiaowen – Journal of Information Technology Education: Research, 2023
Aim/Purpose: This study attempts to apply gamification to support the training of small business owners in business web development from a work-based learning perspective. Background: Web design describes the process of creating a website and embodies many different aspects, such as webpage layout, content production, and graphic design. However,…
Descriptors: Ownership, Small Businesses, Workplace Learning, Gamification
Sara Capecchi; Antonio Lieto; Federica Patti; Ruggero G. Pensa; Amon Rapp; Fabiana Vernero; Sandra Zingaro – IEEE Transactions on Learning Technologies, 2024
The amount of news on the web often confuses the ideas of the reader, who struggles to disentangle information that is sometimes contradictory and difficult to decipher. In the face of such an articulated scenario, the role played by schools is absolutely central: the development of critical thinking in young people (and by extension in their…
Descriptors: Middle School Students, Gamification, Social Media, Learning Activities
Stefano Licchelli; Laura Barnett – Journal of Learning Development in Higher Education, 2023
Escape rooms are becoming prevalent in their use as a form of playful learning and gamification in higher education, often used for a multitude of purposes to enhance students' higher education learning experiences. Whilst studies have reported their valuable uses in a range of contexts, they have often focussed on undergraduates and fewer have…
Descriptors: Formative Evaluation, Virtual Classrooms, Gamification, Student Experience