Gamified learning in higher education: A systematic review of the literatureSujit Subhash, Elizabeth A. Cudney2018-05-23reviewComputers in Human Behavior875 citationsclosedNo readable copy stored yet — this record is metadata only.Educational Games and GamificationDigital Games and MediaOnline Learning and AnalyticsAbstractNo abstract was published for this record.Citations in this libraryStored only when both papers are in the corpus — 875 citations exist upstream.References2000Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.2011From game design elements to gamefulness2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education2002Games, Motivation, and Learning: A Research and Practice Model2012A systematic literature review of empirical evidence on computer games and serious games2016How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction2015Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learningCited by2020Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts2021Gamification in Science Education. A Systematic Review of the Literature2020Gamification of health professions education: a systematic review2020Escape education: A systematic review on escape rooms in education2023Gamification of e-learning in higher education: a systematic literature review2024Virtual reality and gamification in education: a systematic review2022Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies2020The impact of gamification in educational settings on student learning outcomes: a meta-analysis