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
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.
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.
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.
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.
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.
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.
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.