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Balci, Sebiha – ProQuest LLC, 2022
Gamification is a promising method proposed to solve the motivational problems of online learners and enhance their performance. However, the evidence regarding why and how gamification might work and its effects on these outcomes is inconclusive. In order to provide more evidence to the ongoing discussion in the gamification field, the current…
Descriptors: Gamification, Educational Environment, Student Motivation, Psychological Needs
Nouf W. Azab – ProQuest LLC, 2022
This study aims to test the self-determination theory (Ryan & Deci, 2000) that relates the type of gamification activities based on the student hybrid player type to the engagement of undergraduate students at a Saudi Arabia public university. By measuring the influence of the type of gamification and the hybrid player types on the student's…
Descriptors: Gamification, Undergraduate Students, Learner Engagement, Learning Activities