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Tobias Harald Popp; Heidi Schuhbauer – International Association for Development of the Information Society, 2023
Gamification is the use of game elements in a non-game context to encourage desired behaviours (Detering 2011a). It has been identified as a promising technique for improving user motivation on e-learning platforms. Since previous literature reviews and meta-analyses only considered gamification and learning effort without focusing directly on…
Descriptors: Literature Reviews, Gamification, Electronic Learning, Learning Management Systems
Samuel Nii Boi Attuquayefio; David Aboagye-Darko; Amanda Quist Okronipa – International Journal of Educational Management, 2025
Purpose: Through the lens of the information systems success model, self-determination theory, and TAM2, this study proposes and tests an integrative model to investigate students' satisfaction with the use of e-learning systems in higher education institutions in a developing country context. Design/methodology/approach: This study adopted a…
Descriptors: Student Satisfaction, Electronic Learning, Learning Management Systems, Developing Nations
Shrestha, Sushil; Joshi, Manish; Bashyal, Aakash; Timilsina, Arun; Subedi, Sushant – Journal of Educational Technology Systems, 2023
The increase in usage of Online Learning systems has provided a challenge to deliver e-contents based on user needs. This study uses learning style data to determine the learning profile and provide the content based on the user's needs, whereas gamified elements are used to increase user engagement. The combination of these two approaches would…
Descriptors: Gamification, Cognitive Style, Electronic Learning, Learning Management Systems
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
Suartama, I. Kadek; Simamora, Alexander Hamonangan; Susiani, Ketut; Suranata, Kadek; Yunus, Muhammad; Tisna MS, Gede Doddy – Journal of Education and e-Learning Research, 2023
The emergence of online learning has become important during the COVID -19 pandemic due to the advent of internet technology. The unpreparedness of planning and implementing online learning has caused many problems during the pandemic such as limited or monotonous academic materials as well as difficulty in organizing activities and student…
Descriptors: Gamification, Case Method (Teaching Technique), Student Projects, Active Learning
Haruna, Hussein; Zainuddin, Zamzami; Okoye, Kingsley; Mellecker, Robin R.; Hu, Xiao; Chu, Samuel Kai Wah; Hosseini, Samira – Interactive Learning Environments, 2023
This study evaluates the effect of game mechanics by employing serious games and gamification for improving learning outcomes. This is done by considering the performances of the students in terms of the test scores. In the quasi-experimental set-up, which consists of 108 students in their intact three classes attended a series of lessons on…
Descriptors: Gamification, Game Based Learning, Sex Education, Sexuality
Dressler, Roswita; Guida, Rochelle; Chu, Man-Wai – Canadian Modern Language Review, 2023
If teachers have previously used technology (e.g., Learning Management Systems, document sharing, video-conferencing, gamification, social media or video-recording), they are likely to use it again. For second language teachers, sudden or planned-for online instruction during the COVID-19 pandemic may have resulted in their using new or familiar…
Descriptors: Foreign Countries, Language Teachers, Second Language Instruction, Technology Uses in Education
Abdullah Kalay; Yüksel Deniz Arikan – Journal of Educational Technology and Online Learning, 2023
Since motivation is known to be a critical factor, approaches, methods, techniques, and materials that would affect motivation positively are utilized in learning and teaching processes. Gamification is used by including game components into teaching processes to enhance students' motivation, attract their attention to the lesson and boost…
Descriptors: Instructional Materials, Gamification, Student Motivation, Academic Achievement
Derek L. Choi-Lundberg; Kerryn Butler-Henderson; Kristyn Harman; Joseph Crawford – Australasian Journal of Educational Technology, 2023
In the years prior to the COVID-19 pandemic, there was considerable innovation in designing and implementing teaching and learning with technology in fully online, face-to-face and blended modes. To provide an overview of technology-enhanced learning in higher education, we conducted a systematic literature review following PRISMA guidelines of…
Descriptors: Higher Education, Instructional Design, Digital Literacy, Influence of Technology
Timothy E. Allen; Shannon D. Barker – Biomedical Engineering Education, 2021
The COVID-19 induced abrupt transition to online learning that occurred in the Spring of 2020 presented particular challenges to the adaptation of hands-on laboratory courses in biomedical engineering. This paper describes the transition of such a course in one undergraduate program, assessment of this transition, and how this assessment has led…
Descriptors: COVID-19, Pandemics, Gamification, Laboratories
Theo Bastiaens, Editor – Association for the Advancement of Computing in Education, 2024
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in Brussels,…
Descriptors: Educational Technology, Foreign Countries, Elementary Secondary Education, Electronic Learning