SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
The Effects of Gamification in Education: A Systematic Literature Review
16 references·0 citing·56 second hop
The Effects of Gamification in Education: A Systematic Literature Review (2023)The Effects of Gamification in Education:…The use and impact of game-based learning on the learning experience and knowledge retention of nursing undergraduate students: A systematic literature review (2022)The use and impact of game-ba…Integrating gamification and instructional design to enhance usability of online learning (2022)Integrating gamification and …Effects of a gamified learning environment on students’ achievement, motivations, and satisfaction (2022)Effects of a gamified learnin…Two decades of game concepts in digital learning environments – A bibliometric study and research agenda (2021)Two decades of game concepts …The Methods and IT-Tools Used in Higher Education Assessed in the Characteristics and Attitude of Gen Z (2021)The Methods and IT-Tools Used…Gamification to avoid cognitive biases: An experiment of gamifying a forecasting course (2021)Gamification to avoid cogniti…The effect of challenge-based gamification on learning: An experiment in the context of statistics education (2020)The effect of challenge-based…Can the Game-Based Learning Come? Virtual Classroom in Higher Education of 21st Century (2020)Can the Game-Based Learning C…Systematic Literature Reviews: An Introduction (2019)Systematic Literature Reviews…Gamified Collaborative Environment in Moodle (2019)Gamified Collaborative Enviro…Evaluation of Gender Differences Based on Knowledge Adaptation in the Field of Gamification and Computer Science (2019)Evaluation of Gender Differen…Enhancing student learning experience with technology-mediated gamification: An empirical study (2018)Enhancing student learning ex…Gamified learning: A role-playing approach to increase student in-class motivation (2017)Gamified learning: A role-pla…The Model for Introduction of Gamification into E-learning in Higher Education (2015)The Model for Introduction of…Serious Games Effects: An Overview (2015)Serious Games Effects: An Ove…A Mobile Game-based Insect Learning System for Improving the Learning Achievements (2013)A Mobile Game-based Insect Le…Flow: the psychology of optimal experience (1990)Information Systems Success: The Quest for the Dependent Variable (1992)What Video Games Have to Teach Us about Learning and Literacy (2004)Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market (2016)A Worldwide Journey through Distance Education—From the Post Office to Virtual, Augmented and Mixed Realities, and Education during the COVID-19 Pandemic (2021)Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda (2021)growth of interpersonal understanding (1980)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Effectiveness of serious games and impact of design elements on engagement and educational outcomes in healthcare professionals and students: a systematic review and meta-analysis protocol (2018)Game-based learning and gamification to improve skills in early years education (2019)Impact of serious games on science learning achievement compared with more conventional instruction: an overview and a meta-analysis (2019)Digital game-based learning (2003)Rules of Play: Game Design Fundamentals (2003)Cloud-assisted gamification for education and learning – Recent advances and challenges (2019)Digital Game-Based Learning (2020)Role of gamification in classroom teaching: Pre-service teachers’ view (2020)Effects of Game-Based Learning on Students’ Achievement in Science: A Meta-Analysis (2022)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)Examining the effectiveness of gamification as a tool promoting teaching and learning in educational settings: a meta-analysis (2023)The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review (2023)Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: a meta-analysis and systematic review (2024)Gamifying learning experiences: Practical implications and outcomes (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)What Perception Do Students Have About the Gamification Elements? (2020)Gamification-as-Innovation: A Review (2021)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)Cheap, Quick, and Rigorous: Artificial Intelligence and the Systematic Literature Review (2023)Metode Penelitian dan Pengembangan (R&D): Konsep, Jenis, Tahapan dan Kelebihan (2024)The nexus of digital transformation and innovation: A multilevel framework and research agenda (2024)Motivations for Play in Online Games (2006)From game design elements to gamefulness (2011)A systematic literature review of empirical evidence on computer games and serious games (2012)Effect of Digital Game-Based Learning on Student Engagement and Motivation (2023)The impact of applying challenge-based gamification program on students’ learning outcomes: Academic achievement, motivation and flow (2023)Exploring the impact of gamification on students’ academic performance: A comprehensive meta‐analysis of studies from the year 2008 to 2023 (2024)An index to quantify an individual's scientific research output (2005)bibliometrix : An R-tool for comprehensive science mapping analysis (2017)Digitalization and Labor Market—A Perspective within the Framework of Pandemic Crisis (2021)Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis (2022)Gamifying Online Training in Management Education to Support Emotional Engagement and Problem-solving Skills (2022)Thematic analysis of qualitative data: AMEE Guide No. 131 (2020)Nonverbal overload: A theoretical argument for the causes of Zoom fatigue. (2021)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)How are we doing with student-centered learning facilitated by educational technologies? A systematic review of literature reviews (2023)Educational outcomes of digital serious games in nursing education: a systematic review and meta-analysis of randomized controlled trials (2024)Impact of gamification on school engagement: a systematic review (2024)The general causality orientations scale: Self-determination in personality (1985)For the Win: How Game Thinking Can Revolutionize Your Business (2012)How teachers manage their classroom in the digital learning environment – experiences from the University Smart Learning Project (2022)Effectiveness of gamification and selection of appropriate teaching methods of creativity: Students’ perspectives (2023)The Effect of AI Gamification on Students’ Engagement and Academic Achievement in Malaysia: SEM Analysis Perspectives (2025)
this work references cited by second hop

References

  • 2019Systematic Literature Reviews: An Introduction444 cited
  • 2015The Model for Introduction of Gamification into E-learning in Higher Education390 cited
  • 2020The effect of challenge-based gamification on learning: An experiment in the context of statistics education331 cited
  • 2018Enhancing student learning experience with technology-mediated gamification: An empirical study275 cited
  • 2015Serious Games Effects: An Overview139 cited
  • 2022The use and impact of game-based learning on the learning experience and knowledge retention of nursing undergraduate students: A systematic literature review129 cited
  • 2013A Mobile Game-based Insect Learning System for Improving the Learning Achievements123 cited
  • 2021Two decades of game concepts in digital learning environments – A bibliometric study and research agenda120 cited
  • 2022Effects of a gamified learning environment on students’ achievement, motivations, and satisfaction98 cited
  • 2019Gamified Collaborative Environment in Moodle73 cited
  • 2022Integrating gamification and instructional design to enhance usability of online learning70 cited
  • 2017Gamified learning: A role-playing approach to increase student in-class motivation65 cited
  • 2020Can the Game-Based Learning Come? Virtual Classroom in Higher Education of 21st Century50 cited
  • 2021Gamification to avoid cognitive biases: An experiment of gamifying a forecasting course

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

46 cited
  • 2021The Methods and IT-Tools Used in Higher Education Assessed in the Characteristics and Attitude of Gen Z31 cited
  • 2019Evaluation of Gender Differences Based on Knowledge Adaptation in the Field of Gamification and Computer Science25 cited
  • Cited by

    No citing works inside the corpus for this window.