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Artificial Intelligence Empowers Gamification: Optimizing Student Engagement and Learning Outcomes in E-learning and MOOCs
10 references·1 citing·48 second hop
Artificial Intelligence Empowers Gamification: Optimizing Student Engagement and Learning Outcomes in E-learning and MOOCs (2023)Artificial Intelligence Empowers Gamifica…Navigating the Ethical Challenges of Artificial Intelligence in Higher Education: An Analysis of Seven Global AI Ethics Policies (2023)Navigating the Ethical Challe…Gamification of e-learning in higher education: a systematic literature review (2023)Gamification of e-learning in…Tailored gamification in education: A literature review and future agenda (2022)Tailored gamification in educ…Gamification in pharmacy education: a systematic quantitative literature review (2022)Gamification in pharmacy educ…The impact of gamification on students’ learning, engagement and behavior based on their personality traits (2020)The impact of gamification on…The Effects of Flow, Emotional Engagement, and Motivation on Success in a Gamified Online Learning Environment (2019)The Effects of Flow, Emotiona…Gamification in MOOCs: A review of the state of the art (2018)Gamification in MOOCs: A revi…Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)Gamifying education: what is …Student perceptions of gamified audience response system interactions in large group lectures and via lecture capture technology (2015)Student perceptions of gamifi…Improving biotech education through gamified laboratory simulations (2014)Improving biotech education t…Student engagement and speaking performance in AI-assisted learning environments: A mixed-methods study from Chinese middle schools (2024)Student engagement and speaki…Flow: the psychology of optimal experience (1990)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Active learning increases student performance in science, engineering, and mathematics (2014)Game-Based Versus to Non-Game-Based: The Impact of Student Response Systems on Students'Achievements, Engagements and Test Anxieties (2018)A Systematic Review of the Definition and Measurement of Engagement in Serious Games (2019)Student Perception and the Effectiveness of Kahoot!: A Scoping Review in Histology, Anatomy, and Medical Education (2021)Statistical Theories of Mental Test Scores (1969)Item response theory for psychologists (2000)Multimedia Learning (2002)La gamificación en la educación superior: una revisión sistemática (2017)Moving towards engaged learning in STEM domains; there is no simple answer, but clearly a road ahead (2019)Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review (2021)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)The Gamification of Learning: a Meta-analysis (2019)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Expectancy–Value Theory of Achievement Motivation (2000)Understanding student behavior and perceptions toward earning badges in a gamified MOOC (2019)Systematic literature review about gamification in MOOCs (2020)How Gamification Leads to Continued Usage of MOOCs? A Theoretical Perspective (2021)Principles and Practice of Structural Equation Modeling (1998)School Engagement: Potential of the Concept, State of the Evidence (2004)Gamification as a Strategy to Increase Motivation and Engagement in Higher Education Chemistry Students (2021)The impact of applying challenge-based gamification program on students’ learning outcomes: Academic achievement, motivation and flow (2023)The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review (2023)The development of markers for the Big-Five factor structure. (1992)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Gamification Applications in E-learning: A Literature Review (2021)Benefits of gamification in medical education (2022)Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review (2023)Procedures for Performing Systematic Reviews (2004)Gamification in theory and action: A survey (2014)Gamification in Education (2023)Using gamification to support learning in K‐12 education: A systematic literature review (2023)Exploring the impact of gamification on students’ academic performance: A comprehensive meta‐analysis of studies from the year 2008 to 2023 (2024)University Students' Perceptions of the Learning Environment and Academic Outcomes: Implications for theory and practice (2002)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)From Game Design Elements to Gamefulness: Defining “Gamification” (2011)Game-thinking; utilizing serious games and gamification in nursing education – a systematic review and meta-analysis (2025)Ethics Guidelines for Trustworthy AI (2021)An artificial intelligence algorithmic approach to ethical decision-making in human resource management processes (2022)Navigating the ethical terrain of AI in higher education: Strategies for mitigating bias and promoting fairness (2024)Extending the technology acceptance model: The role of subjective norms, ethics, and trust in AI tool adoption among students (2025)Towards responsible artificial intelligence in education: a systematic review on identifying and mitigating ethical risks (2025)A student-centered approach using modern technologies in distance learning: a systematic review of the literature (2023)Enhancing Student Motivation and Engagement through a Gamified Learning Environment (2023)
this work references cited by second hop

References

  • 2017Gamifying education: what is known, what is believed and what remains uncertain: a critical review1,450 cited
  • 2020The impact of gamification on students’ learning, engagement and behavior based on their personality traits501 cited
  • 2023Gamification of e-learning in higher education: a systematic literature review416 cited
  • 2022Tailored gamification in education: A literature review and future agenda339 cited
  • 2014Improving biotech education through gamified laboratory simulations243 cited
  • 2019The Effects of Flow, Emotional Engagement, and Motivation on Success in a Gamified Online Learning Environment234 cited
  • 2023Navigating the Ethical Challenges of Artificial Intelligence in Higher Education: An Analysis of Seven Global AI Ethics Policies211 cited
  • 2015Student perceptions of gamified audience response system interactions in large group lectures and via lecture capture technology108 cited
  • 2018Gamification in MOOCs: A review of the state of the art74 cited
  • 2022Gamification in pharmacy education: a systematic quantitative literature review59 cited

Cited by

  • 2024Student engagement and speaking performance in AI-assisted learning environments: A mixed-methods study from Chinese middle schools40 cited

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