GETTING LOST IN THE DIGITAL MARKETPLACE: POINTS, BENEFITS, AND PURCHASES DOI Open Access

Selçuk Yasin YILDIZ,

Sena ALTIN

Yönetim Bilimleri Dergisi, Journal Year: 2023, Volume and Issue: 21(50), P. 1311 - 1339

Published: Oct. 19, 2023

Günümüzde teknolojik gelişmelerle birlikte dijitalleşme hayatımızın büyük bir alanını kapsamaktadır. Dijitalleşme ile tüketicilerin satın alma davranışlarında da birçok değişiklik ortaya çıkmıştır. Bu çalışma dijital platformlardan alışveriş yapan tüketicilerin, süreçlerinde oyunlaştırma öğeleriyle karşılaşması durumunda ne gibi değişimler olduğunu araştırmak amacıyla hazırlanmıştır. Çalışma kapsamında 457 kişiden anket yöntemiyle veri toplanmıştır. Veriler Smart PLS programıyla analiz edilmiştir. sonucunda yeteneğin, algılanan kişiselleştirmenin puan kazanma ve plansız alım davranışlarını pozitif yönde etkilediği; arzusunun almayı etkilediği görülmektedir. değişkenlerin aracılık rolleri incelendiğinde ise, yetenek arasındaki ilişkide rolünün olduğu kişiselleştirme

Artificial Intelligence Empowers Gamification: Optimizing Student Engagement and Learning Outcomes in E-learning and MOOCs DOI Open Access
Younes-aziz Bachiri, Hicham Mouncif, Belaid Bouikhalene

et al.

International Journal of Engineering Pedagogy (iJEP), Journal Year: 2023, Volume and Issue: 13(8), P. 4 - 19

Published: Dec. 14, 2023

In this era of Artificial Intelligence (AI) growth, characterized by advances in the Large Language Models (LLMs) used ChatGPT and Bard, study examines effects gamification Automatic Question Generation (AQG) on student engagement learning outcomes context a Massive Open Online Course (MOOC). AQG, implemented via Moodle plugin, transforms conventional assessments into an interactive, gamified experience, leveraging “test effect” to improve outcomes. Research with 100 fifth-graders primary secondary school shows that significantly boost motivation compared traditional methods. The custom plugin facilitates AQG process, generating contextually relevant grammatically correct Multiple-Choice Questions (MCQs) from course content. result is dynamic, personalized assessment experience aimed at optimizing retention. This paper concludes discussing implications for educators highlighting potential directions future research.

Language: Английский

Citations

18

Value-added digital game-based learning in K-12 science education: a systematic literature review DOI
Mahmood H. Hussein, Nor Lisa Sulaiman, Omid Noroozi

et al.

Interactive Learning Environments, Journal Year: 2025, Volume and Issue: unknown, P. 1 - 35

Published: Jan. 21, 2025

Language: Английский

Citations

1

Gamification in midwifery education: a systematic review DOI Creative Commons
Tahereh Fathi Najafi,

Nafise Andaroon,

Nasibeh Bolghanabadi

et al.

BMC Medical Education, Journal Year: 2025, Volume and Issue: 25(1)

Published: Feb. 24, 2025

Midwifery education requires the integration of thought and practical knowledge skills. Therefore, new methods, including gamification based education, might be able to improve midwifery education. The aim this systematic review was evaluate effectiveness in This conducted on both observational experimental (quasi-experimental randomized controlled trials) published articles PubMed, SCOPUS, Web Of Science till March 2024. All English language that evaluated gamification-based or nurse-midwifery were evaluated. primary 268 articles, 6 (three cross-sectional three intervention studies) eligible for review. studies used serious game method educating different aspects care. Both digital non-digital games found more effective than traditional reviewed studies. Satisfaction with lower one study. Gamification can a promising students due their efficiency improving students' skills especially fields.

Language: Английский

Citations

1

A quasi-experimental study on the advantages of digital gamification using CoSpaces Edu application in science education DOI

Halimeh Khattib,

Dorit Alt

Education and Information Technologies, Journal Year: 2024, Volume and Issue: 29(15), P. 19963 - 19986

Published: April 6, 2024

Language: Английский

Citations

4

A scoping review of gamified applications in English language teaching: a comparative discussion with medical education DOI Creative Commons
Zahra Zolfaghari, Zahra Karimian, Nahid Zarifsanaiey

et al.

BMC Medical Education, Journal Year: 2025, Volume and Issue: 25(1)

Published: Feb. 20, 2025

With the increasing integration of technology in education, understanding how gamification can enhance language learning is crucial for developing effective teaching strategies. This scoping review explored current landscape gamified applications within TEFL while discussing comparative insights from medical education to outline effectiveness and potential across disciplines. A systematic search following PRISMA-ScR protocol was conducted PubMed, Scopus, Web Science, CINAHL, Cochrane Library, ERIC, Embase databases identify studies published between 2010 2024. English or Persian Quantitative, qualitative, mixed-methods research examining interventional approaches reporting on these applications, detailing their design implementation strategies, target student populations were included. total 33 included review, with an emphasis publication year, geographical distribution, study designs, delivery modes, utilization, elements, measurement tools. The revealed that most publications concentrated 2018, a significant number originating Asia. students involved intervention 2,531. Quasi-experimental pretest/posttest designs common methodologies used, followed by mixed-method approaches. Online emerged as predominant mode instruction, mobile technologies frequently utilized. Feedback identified commonly employed element, challenges fostered learner engagement. findings highlighted enhancing motivation engagement among learners. Immediate feedback interactive elements are critical components contribute improved outcomes. As interest continues grow, further warranted explore its long-term impacts diverse educational contexts. underscores importance integrating into create dynamic environments.

Language: Английский

Citations

0

The Impact of Gamification-Assisted Instruction on the Acquisition of Scientific Concepts and Attitudes Towards Science Class Among Elementary School Students DOI Open Access
Aseel O. Ajlouni, Fatima Abd-Alkareem Wahba, Hiba Naccache

et al.

European Journal of Educational Research, Journal Year: 2025, Volume and Issue: 14(2), P. 485 - 500

Published: March 8, 2025

This study addresses global concerns surrounding elementary students' science performance following the COVID-19, as a result of international tests such Trends in International Mathematics and Science Study (TIMSS) highlight ongoing challenges that urge exploration innovative educational approaches to improve learning. research employed gamification-assisted instruction explored its impact on enhancing understanding concepts attitudes toward class among fourth graders. The adopted quasi-experimental design included an experimental group (ExG) was taught using gamification strategy control (CoG) traditional method with sample 38 female students from public school Jordan. Data were gathered valid reliable tools: developed scientific test Attitude Towards measures. ANCOVA analysis revealed significantly improves acquisition (η2=.208) boosts positive attitude classes (η2=.626). These findings encourage decision-makers incorporate into teaching practices methods.

Language: Английский

Citations

0

Gamifying Science—Novel Strategies for Bringing Microbiology to the Classroom DOI Creative Commons
Carlos del Cerro, Vanesa Amarelle, Raúl Platero

et al.

Microbial Biotechnology, Journal Year: 2025, Volume and Issue: 18(4)

Published: April 1, 2025

Microbes are essential in every environment, with an important role the fight against climate change. Promoting microbiology literacy, especially among children, is crucial. Our Ibero-American consortium uses gamification to make science and education engaging, tested through outreach campaigns Costa Rica, promoting future across Latin America.

Language: Английский

Citations

0

Leveling up engagement: gamification’s role in creating immersive online events DOI Creative Commons
Samuel Iwao Maia Horita, Beatriz Matheus de Souza Gonzaga,

Renata M. F. Mélo

et al.

Smart Learning Environments, Journal Year: 2025, Volume and Issue: 12(1)

Published: May 22, 2025

Abstract Virtual conferences can be easily accessed, promotes audience diversity, and leads to cost reduction. However, motivation social interaction need amelioration. Gamification is a strategy that uses the structure of games promote engagement. The annual student conference was created discussion about students’ projects issues found during their studies. In 2021, gamification implemented improve event. Here, we report our experience using in Oswaldo Cruz Institute. construction platform involved council, direction institute, journalism team, company Ekoá. gamified built with elements affective memory clickable icons appearance buildings from Institute, organized based on functions. We noticed number participants increased 240 759 when compared previous year’s remote science adapted environment, so students could expose difficulties pandemic. Activities were proposed increase interaction, focused mental health improvement, multi-participant online game available boost At end, answered voluntary survey collect feedback. conclusion, use enriches events good resource motivation, continuity interaction.

Language: Английский

Citations

0

Boosting motivation: how gamification inspires primary school students to learn coding DOI
Verica Milutinović,

Ivana Obradović,

Suzana Đorđević

et al.

Educational Studies, Journal Year: 2025, Volume and Issue: unknown, P. 1 - 27

Published: May 26, 2025

Language: Английский

Citations

0

Gamification in Teacher Education DOI

G. S. Prakasha,

Sanskriti Rawat,

Ishani Basak

et al.

Advances in educational technologies and instructional design book series, Journal Year: 2024, Volume and Issue: unknown, P. 132 - 162

Published: March 4, 2024

Gamification emerged as a teaching-learning pedagogy in recent years. Its usage increased during the Covid-19 lockdown and continued post-pandemic time. ranges from online to offline tools; teachers lack its awareness pedagogy. The present study aimed understand perspectives of teacher educators trainees on inclusion gamification pedagogical training preparation programmes. employed mixed-method approach included qual-quant sequential explanatory research design. Researchers conducted semi-structured interviews with six trainee collected opinion 200 teachers. inductive thematic analysis Chi-square for qualitative quantitative data respectively. Findings revealed main themes twelve sub-themes. gender science-stereotype amid association between trainees' opinion. Senior did not believe importance preparation.

Language: Английский

Citations

1