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Adaptive game-based learning in education: a systematic review
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Adaptive game-based learning in education: a systematic review (2023)Adaptive game-based learning in education…The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)The PRISMA 2020 statement: an…Gamification to avoid cognitive biases: An experiment of gamifying a forecasting course (2021)Gamification to avoid cogniti…The effectiveness of adaptive versus non‐adaptive learning with digital educational games (2019)The effectiveness of adaptive…Adaptation of Gaming Features for Motivating Learners (2017)Adaptation of Gaming Features…Development of a personalized educational computer game based on students’ learning styles (2012)Development of a personalized…A Psycho-Pedagogical Framework for Multi-Adaptive Educational Games (2011)A Psycho-Pedagogical Framewor…The HUMAINE Database: Addressing the Collection and Annotation of Naturalistic and Induced Emotional Data (2007)The HUMAINE Database: Address…Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change (1978)Flow: the psychology of optimal experience (1990)Media Video Games Wordwall dan Lembar Kerja untuk Kemampuan Membilang dan Motivasi Anak (2022)Experiential Learning : Experience as the Source of Learning and Development (1983)Motivational and self-regulated learning components of classroom academic performance. (1990)Digital game-based learning (2003)A meta-analysis of the impact of technology on learning effectiveness of elementary students (2016)Essential features of serious games design in higher education: Linking learning attributes to game mechanics (2016)Understanding the implementation of personalized learning: A research synthesis (2020)Hand and mind: what gestures reveal about thought (1993)A systems approach to appraisal mechanisms in emotion (2005)Gesture and Thought (2005)Emotion representation, analysis and synthesis in continuous space: A survey (2011)LIRIS-ACCEDE: A Video Database for Affective Content Analysis (2015)A Review, Current Challenges, and Future Possibilities on Emotion Recognition Using Machine Learning and Physiological Signals (2019)From game design elements to gamefulness (2011)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Personalized gamification: A literature review of outcomes, experiments, and approaches (2020)To Tailor or Not to Tailor Gamification? An Analysis of the Impact of Tailored Game Elements on Learners’ Behaviours and Motivation (2020)Application of artificial intelligence in adaptation of gamification in education: A literature review (2023)Handbook of Self-Determination Research (2004)Phonological skills and their role in learning to read: A meta-analytic review. (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Effectiveness of educational technology in early mathematics education: A systematic literature review (2020)A New Measure for Serious Games Evaluation: Gaming Educational Balanced (GEB) Model (2022)The strength and direction of the difficulty adaptation affect situational interest in game-based learning (2022)Judgment under Uncertainty: Heuristics and Biases (1974)Judgment under Uncertainty: Heuristics and Biases (1975)The Effects of Gamification in Education: A Systematic Literature Review (2023)Can gamified online training make high school students more entrepreneurial? Experimental evidence from Rwanda (2024)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)How to properly use the PRISMA Statement (2021)Updating guidance for reporting systematic reviews: development of the PRISMA 2020 statement (2021)CONSORT 2025 statement: updated guideline for reporting randomised trials (2025)
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References

  • 2021The PRISMA 2020 statement: an updated guideline for reporting systematic reviews13,845 cited
  • 2007The HUMAINE Database: Addressing the Collection and Annotation of Naturalistic and Induced Emotional Data325 cited
  • 2012Development of a personalized educational computer game based on students’ learning styles294 cited
  • 2019The effectiveness of adaptive versus non‐adaptive learning with digital educational games93 cited
  • 2017Adaptation of Gaming Features for Motivating Learners88 cited
  • 2011A Psycho-Pedagogical Framework for Multi-Adaptive Educational Games59 cited
  • 2021Gamification to avoid cognitive biases: An experiment of gamifying a forecasting course46 cited

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