Managerial and Decision Economics,
Год журнала:
2025,
Номер
unknown
Опубликована: Март 27, 2025
ABSTRACT
Despite
the
widely
acknowledged
importance
of
vocational
education
in
fostering
social
mobility
and
economic
development,
research
on
impact
industrial
clusters
remains
sparse.
This
study
aims
to
address
this
gap
by
examining
influence
moderating
role
external
environment.
By
collecting
965,123
firm
samples,
applying
fixed
effect
model
instrumental
variable
method,
we
find
that
positively
education.
offers
valuable
insights
for
policymakers
educational
practitioners,
highlighting
aligning
with
dynamics
enhance
regional
innovation
competitiveness.
Encyclopedia,
Год журнала:
2023,
Номер
3(4), С. 1223 - 1243
Опубликована: Окт. 2, 2023
Gamification,
or
gameful
design,
refers
to
the
strategic
application
of
game
design
principles,
mechanics,
and
elements
into
non-game
environments.
It
is
often
facilitated
using
digital
platforms,
aiming
solve
problems,
increase
engagement,
motivate
individuals
towards
their
goals.
The
technique
fosters
a
interactive
experience,
enhancing
perceived
autonomy,
competence,
relatedness
among
users.
With
roots
in
fields
like
education,
business,
marketing,
services,
gamification
versatile
tool
that
serves
enrich
user
experience
create
value
multitude
settings.
widespread
impact
across
various
sectors
has
transformed
traditional
methods
notably
education.
British Journal of Educational Technology,
Год журнала:
2023,
Номер
55(1), С. 34 - 70
Опубликована: Май 8, 2023
Abstract
Using
gamification
to
support
learning
in
K‐12
education
has
received
much
attention
from
scholars
recent
years.
However,
there
is
still
a
lack
of
comprehensive
understanding
how
should
be
used
effectively
enhance
the
experiences
students.
The
purpose
this
review
was
synthesize
research
findings
on
use
and
propose
an
evidence‐informed
framework.
This
framework
will
guide
teachers
developing
gamified
environments
that
are
effective
improving
students'
learning.
In
regard,
54
empirical
studies
(out
907
peer‐reviewed
articles),
dating
2008
through
2021,
were
reviewed
using
Preferred
Reporting
Items
for
Systematic
Reviews
Meta‐Analysis
(PRISMA)
guideline.
systematically
categorized
into
four
essential
dimensions
inspired
by
Biggs'
3P
teaching
model,
ie,
‘individual
factors’,
‘environmental
‘learning
process’
outcome’.
yielded
rich
concerning
each
dimension,
providing
with
overview
educational
purposes.
Meanwhile,
indicated
regarding
constructively
aligned
courses,
which
different
adopted
implemented
evaluated
coherently.
paper
concludes
presenting
several
suggestions
directions
future
address
shortcoming.
Practitioner
notes
What
already
known
about
topic
Gamification
demonstrated
potential
outcomes
education.
There
instances
where
suggest
neutral
or
negative
effects
outcomes.
effectiveness
adds
study
highlights
enhancing
cognitive,
affective
behavioural
education,
mainly
increasing
motivation,
engagement
competitiveness.
provides
proposes
can
serve
as
blueprint
Implications
practice
and/or
policy
presents
up‐to‐date
empirically
rooted
calls
makes
evidence‐based
recommendations
integration
Deleted Journal,
Год журнала:
2024,
Номер
2, С. 41 - 41
Опубликована: Март 11, 2024
Introduction:
the
use
of
game
elements
and
design
techniques
in
content
unrelated
to
same
is
known
as
gamification.
It
likely
that
gamified
environments
generate
a
fruitful
scenario
evoke
complex
processes
within
higher
nervous
activity
thus
develop
cognitive
skills.
This
facilitates
its
application
for
educational
purposes.
The
objective
was
characterize
resources
development
Method:
total
27
articles
Spanish
English
were
reviewed,
from
Pubmed,
Scielo
Scopus;
using
keywords:
gamification,
game,
cognition,
being
more
than
50%
last
five
years.Result:
gamification
improves
services
which
it
applied
through
playful
experiences,
can
positively
influence
aspects
student
experience
such
level
interest,
intellectual
intensity
intrinsic
motivation,
by
providing
opportunities
autonomy,
relationship
competition.
There
strong
need
further
exploration
experimentation
provide
meets
user
preferences,
tailored
individual
characteristics.
Conclusions:
Gamified
facilitate
learning
like
game.
Through
seems
increase
commitment,
active
interaction,
critical
thinking,
motivation.
effectiveness
largely
depends
on
different
features
how
they
are
implemented
BMC Medical Education,
Год журнала:
2025,
Номер
25(1)
Опубликована: Янв. 3, 2025
The
increasing
prevalence
of
diabetes
mellitus
worldwide
necessitates
that
medical
undergraduates
acquire
a
deep
understanding
the
disease
to
ensure
accurate
diagnosis
and
effective
management.
Traditional
teaching
methods,
while
foundational,
often
lack
interactive
elements
enhance
student
engagement
knowledge
retention.
This
study
aimed
evaluate
effectiveness
novel
educational
board
game,
"Diabe-teach,"
in
enhancing
retention
among
students
compared
with
conventional
self-study
methods.
A
randomized
controlled
design
involving
56
preclinical
at
Dubai
Medical
College
for
Girls
was
used.
participants
were
randomly
assigned
either
game-based
learning
group
or
control
group,
both
groups
receiving
identical
instructional
materials
on
diabetes.
Knowledge
assessed
via
pre-
post-test
scores,
whereas
perceptions
measured
feedback
survey.
results
indicated
showed
significant
improvement
scores
(p
<
.001),
demonstrated
notably
greater
frequency
correct
responses
tendency
recognize
gaps,
as
evidenced
by
increased
"I
do
not
know"
incorrect
guesses
group.
Feedback
from
highlighted
enhanced
confidence,
improved
communication
skills,
preference
gamified
approach
over
traditional
findings
suggest
"Diabe-teach"
game
is
an
tool
complex
concepts,
fostering
critical
self-assessment
students.
These
contribute
growing
body
literature
learning,
supporting
its
potential
valuable
adjunct
education
Further
research
could
explore
application
this
across
other
disciplines.
Education Sciences,
Год журнала:
2024,
Номер
14(6), С. 639 - 639
Опубликована: Июнь 13, 2024
This
study
aims
to
examine
the
existing
evidence
on
gamification
in
educational
settings,
highlighting
its
impact
motivation
and
academic
performance.
Methodologically,
a
Systematic
Literature
Review
(SLR)
was
developed
under
PRISMA
statement
criteria
using
three
multidisciplinary
databases:
Web
of
Science,
Scopus,
Scielo.
According
inclusion,
exclusion,
quality
criteria,
it
determined
include
9
SLR
articles
that
address
at
least
one
two
key
variables:
student
or
The
were
published
between
2016
2022,
available
open
access,
written
English
Spanish,
with
content
is
directly
related
research
questions.
results
reveal
significantly
influences
by
facilitating
assimilation
knowledge,
improvement
skills
competencies
students,
specifically
refers
wide
range
capabilities
are
essential
for
success
environment
can
be
enhanced
through
playful
interactive
learning
experiences.
These
cognitive,
self-learning,
social,
collaborative,
among
others.
It
concluded
creativity
adaptability
successfully
implementing
classroom.
Nursing Reports,
Год журнала:
2024,
Номер
14(2), С. 1193 - 1211
Опубликована: Май 13, 2024
Escape
room
games
are
educational
gamification
technologies
that
consist
of
introducing
a
team
players
into
physical
or
digital
space
in
search
clues
to
answer
puzzles,
riddles
enigmas
and
solve
mystery
problem.
This
study
aims
determine
the
effectiveness
escape
on
training
nursing
students
an
international
context.
A
systematic
review
was
carried
out
MEDLINE,
WOS,
SCOPUS,
CINAHL
LILACS
databases
using
MeSH
terms
“Education,
Nursing”
“Educational
Technology”,
free
term
“Escape
room”,
combined
with
Boolean
operators
AND/OR.
Intervention
studies
Spanish,
English
Portuguese
were
included,
without
limitation
for
year
publication.
Selection
critical
appraisal
conducted
by
two
independent
reviewers.
total
n
=
13
interventional
included
(n
2
Randomized
Clinical
Trials
11
quasi-experimental
design).
rooms
recent
growing
methodology,
increasingly
used
academia
nurses
students.
However,
it
is
necessary
expand
their
use
quality
greater
number
contexts.
Furthermore,
homogenize
standardize
validated
instruments
evaluate
education
area.
International Journal of Education and Humanities,
Год журнала:
2025,
Номер
5(1), С. 155 - 167
Опубликована: Янв. 14, 2025
With
the
rapid
implementation
of
Shenzhen's
"20+8"
industrial
cluster
strategy,
demand
for
technical
skills
in
emerging
industries
has
surged.
There
is
an
urgent
need
field
engineers
equipped
with
practical
operational
expertise,
process
understanding,
managerial
competencies,
and
innovative
thinking.
However,
current
vocational
education
landscape
faces
opportunities
challenges
meeting
needs
upgrading.
Addressing
how
to
construct
optimize
training
model
become
a
critical
issue.
This
study
aims
propose
strategies
pathways
developing
aligned
Shenzhen’s
development
needs.
Using
methods
such
as
literature
review
case
analysis,
this
research
examines
practices
Shenzhen
Polytechnic
University.
Key
focus
areas
include
curriculum
system
design,
teacher
team
development,
industry-education
integration,
evaluation
reforms.
The
findings
highlight
these
practices'
positive
effects
on
enhancing
quality
supporting
Based
insights,
concludes
recommendations
refining
future
education.
These
fostering
deeper
collaboration
between
industry
education,
emphasizing
innovation
adopting
comprehensive
mechanisms
ensure
alignment
evolving
demands.
provides
valuable
framework
addressing
era
transformation
Frontiers in Psychology,
Год журнала:
2024,
Номер
15
Опубликована: Март 14, 2024
Objectives
The
purpose
of
this
study
has
been
to
evaluate
the
use
gamification
in
classroom,
terms
its
effects
on
attention,
concentration,
creativity,
and
generic
capabilities,
for
university
students
enrolled
a
Bachelor’s
degree
program
Physiotherapy.
Methods
An
experimental
design
was
implemented,
using
three
groups
differentiated
by
their
time
exposure
game
(0
min,
30
or
60
min
per
week).
sample
consisted
73
s-year
from
theoretical
content
each
class
taught
during
period
4
months,
reinforced
Kahoot!
Online
platform.
Selective
attention
concentration
were
evaluated
d2
Test
Attention;
creative
intelligence
Creative
Intelligence
(CREA);
capabilities
subscale
Student
Engagement
Questionnaire
(SEQ).
Results
study’s
participants
had
mean
age
19.51
±
0.9
years,
it
demonstrated
that
For
longer
periods
time,
i.e.,
more
than
day,
can
improve
essential
skills
students,
such
as
critical
thinking,
self-managed
learning,
adaptability,
problem
solving,
computer
literacy.
This
results
show
integrating
Into
educational
environment,
especially
with
sessions
allow
deeper
immersion
game,
produces
benefits
stimulating
various
cognitive
aspects
enhancing
complex
skills.
Conclusion
Improves
key
when
are
used.
It
is
also
suggested
should
be
balanced
other
activities,
order
achieve
comprehensive
development
students.
Journal of Innovation & Knowledge,
Год журнала:
2024,
Номер
9(3), С. 100530 - 100530
Опубликована: Июль 1, 2024
This
paper
extends
the
fast-growing
research
stream
on
gamification
in
corporate
training
by
examining
impact
of
employees'
knowledge
retention,
sharing,
and
job
performance.
A
mixed-methods
approach
was
employed.
Quantitative
data
from
surveys
qualitative
insights
experimental
were
combined
to
ascertain
effectiveness
techniques
training.
The
sample
consisted
110
employees
business
owners
who
attended
gamified
sessions
powered
Discovery-Innovation-Growth
platform.
Participants
aged
18
64
years
had
diverse
educational
backgrounds
positions.
They
also
based
different
European
countries
(Spain,
France,
Germany,
United
Kingdom,
Italy,
Finland,
Romania).
characteristics
thus
ensured
comprehensive
coverage
employee
profiles.
Gamification
significantly
enhanced
retention
such
as
points,
badges,
leaderboards
positively
influenced
engagement,
which
turn
boosted
ability
retain
apply
effectively
at
work.
Social
interaction
mediated
relationship
between
highlighting
role
collaborative
learning
environments.
These
offer
valuable
guidance
for
instructors
human
resource
(HR)
professionals
aiming
develop
engaging
personalized
programs
that
meet
needs
preferences.
study
contributes
theoretical
framework
adult
organizational
development,
paving
way
future
this
dynamic
field.