Frontiers in Education,
Год журнала:
2024,
Номер
9
Опубликована: Сен. 20, 2024
In
recent
years,
the
use
of
game-based
learning
platforms
has
gained
significant
attention
in
educational
settings
for
their
potential
to
enhance
student
engagement
and
outcomes.
This
paper
examines
effectiveness
Kahoot!,
a
response
system,
an
online
French
as
foreign
language
course.
The
study
aims
assess
how
students
perceive
Kahoot!
across
three
academic
terms.
A
mixed-methods
approach
was
used,
combining
quantitative
data
from
structured
questionnaires
with
qualitative
insights
open-ended
questions.
provided
comprehensive
view
perceptions
experiences
Kahoot!.
findings
show
consistently
high
enthusiasm
Most
strongly
agreed
that
positively
impacted
learning,
mean
scores
low
standard
deviations
reflecting
widespread
consensus.
However,
some
showed
variations
competitive
motivation,
minor
technical
challenges
were
noted.
Overall,
underscores
Kahoot!’s
sustained
improving
courses.
Despite
motivation
issues,
tool
largely
seen
beneficial.
research
adds
growing
evidence
value
tools
education,
particularly
instruction.
Computers,
Год журнала:
2023,
Номер
12(7), С. 143 - 143
Опубликована: Июль 18, 2023
In
recent
years,
gamification
has
captured
the
attention
of
researchers
and
educators,
particularly
in
science
education,
where
students
often
express
negative
emotions.
Gamification
methods
aim
to
motivate
learners
participate
learning
by
incorporating
intrinsic
extrinsic
motivational
factors.
However,
effectiveness
yielded
varying
outcomes,
prompting
explore
adaptive
as
an
alternative
approach.
Nevertheless,
there
needs
be
more
research
on
approaches,
concerning
motivation,
which
is
primary
objective
gamification.
this
study,
we
developed
tested
environment
based
specific
psychological
frameworks.
This
incorporated
criteria,
strategies,
gaming
elements,
all
crucial
aspects
education
for
six
classes
third-grade
school.
We
employed
a
quantitative
approach
gain
insights
into
impact
their
perception
application.
aimed
understand
how
each
game
element
experienced
influenced
motivation.
Based
our
findings,
were
motivated
learn
when
using
environment.
Additionally,
adaptation
process
was
largely
successful,
generally
liked
elements
integrated
lessons,
indicating
multidimensional
framework
enhancing
students’
experiences
engagement.
International Journal of Interactive Mobile Technologies (iJIM),
Год журнала:
2024,
Номер
18(07), С. 188 - 212
Опубликована: Апрель 9, 2024
Gamification-based
learning
is
a
recent
trend
that
has
received
increasing
attention
in
the
last
few
years
due
to
digital
development.
Gamification
emerged
as
vital
aspect
of
educational
setting,
with
gamified
elements
playing
crucial
role
e-learning
environments.
The
current
study
motivated
by
need
address
gap
existing
research
on
utilization
gamification
education.
This
exists
lack
studies
monitor
developments
and
effects
environment.
It
important
conduct
such
provide
guidance
for
future
field
gamification.
A
bibliometric
analysis
systematic
literature
review
were
conducted
understand
describe
its
potential
learning.
results
revealed
most
frequently
used
keywords
gamification,
game-based
(GBL),
motivation,
engagement.
majority
published
this
was
United
States,
followed
Spain
Britain.
Journal
Computers
Human
Behavior
Education
two
journals
focused
primarily
GBL.
famous
authors
are
Hamari,
Juho,
Patel,
Mitesh
S.,
Landers,
Richard
N.
experiencing
significant
growth,
number
from
7
2012
917
2021.
found
undergraduates
frequent
participants
gambling
activities.
game
utilized
points,
leaderboards,
badges,
while
outcomes
addressed
achievement,
engagement,
motivation.
primary
objective
paper
comprehensive
guide
scholars
institutes,
outlining
key
areas
emphasis
related
subject
also
identified
components
instructors
designers
may
rely
frequently.
International Journal of Online and Biomedical Engineering (iJOE),
Год журнала:
2024,
Номер
20(02), С. 46 - 60
Опубликована: Фев. 14, 2024
The
adoption
of
cloud-based
electronic
health
record
(EHR)
systems
and
blockchain
technology
in
healthcare
is
gaining
attention
for
enhancing
data
security
interoperability.
This
research
focuses
on
designing
implementing
a
blockchain-based
cloud
EHR
system.
It
explores
selecting
suitable
technology,
infrastructure,
management
methods
to
ensure
patient
confidentiality,
integrity,
availability.
architecture
components
the
system,
including
network,
storage
layer,
user
interface,
are
thoroughly
discussed.
A
pilot
study
evaluates
system’s
feasibility
performance,
showcasing
improved
protection,
sharing,
compared
traditional
systems.
potential
benefits,
drawbacks,
barriers
system
examined.
provides
valuable
insights
recommendations
institutions
considering
implementation
such
systems,
addressing
challenges,
offering
guidance
successful
adoption.
Advances in Mobile Learning Educational Research,
Год журнала:
2022,
Номер
2(2), С. 375 - 388
Опубликована: Янв. 1, 2022
Mobile
phones
are
prevalent
worldwide,
and
today's
learners
utilize
this
technology
for
instructional
purposes.
This
educational
design
research
aims
to
evaluate
the
developed
interactive
mobile
application.
material
contributes
21st
century
or
digital
native
learners'
needs
engage
students
in
teaching-learning
process.
The
app
is
aligned
with
mathematics
instruction,
balancing
visuals
Math
content.
Employing
Instructional
Material
Development
Non-print
Materials
instrument
shows
that
acceptable
Grade
11
students.
Students
reported
a
positive
experience
noted
an
increased
interest
Mathematics
when
using
app.
Further
needed
explore
integration
of
classroom.
International Journal of Interactive Mobile Technologies (iJIM),
Год журнала:
2022,
Номер
16(18), С. 149 - 161
Опубликована: Окт. 3, 2022
This
research
is
an
android-based
educational
game
development
to
increase
interest
in
learning
mathematics
for
elementary
school
students.
study
aims
make
the
of
games
able
be
a
solution
increasing
students'
Mathematics
at
initial
level,
namely
level.
The
method
used
this
Research
and
Development
model
ADDIE
(Analyse,
Design,
Development,
Implement,
Evaluation).
In
study,
it
was
limited
implementation
stage
which
tested
through
experimental
research.
included
type
design
simple
experiment
form
Posttest
Only
Control
Group
Design.
conclusion
that
can
drawn
from
Android-based
are
proven
Behaviour and Information Technology,
Год журнала:
2023,
Номер
43(6), С. 1017 - 1041
Опубликована: Апрель 18, 2023
Achieving
cooperation
between
individuals
is
challenging
and
often
driven
by
self-beneficial
motives.
On
the
other
hand,
people
also
seem
capable
of
subordinating
their
personal
interests
engaging
in
for
motives
than
own,
i.e.
out
altruistic
impulses.
One
context
which
both
motivational
facets
can
be
observed
multiplayer
online
games.
However,
there
a
lack
knowledge
about
how
based
on
altruism
egoism
develops
games,
prevents
us
from
transferring
this
as
form
gamification.
In
study,
we
explore
game
features
are
accountable
egoistic
sentiment,
these
distinctive
demeanours
induce
with
intent
to
derive
implications
We
employ
we-intention
I-intention
theory
conduct
survey
among
players
Ingress
(N
=
206).
Our
findings
imply
that
(1)
cooperative
design
give
rise
within-group
enjoyment
helping
others
goals,
(2)
lead
formation
we-intentions,
(3)
individualistic
invoke
I-intentions
self-centered
motivations
games
recognition-seeking.
Theoretical
practical
provided
gamification
design.
Advances in Mobile Learning Educational Research,
Год журнала:
2023,
Номер
3(2), С. 805 - 817
Опубликована: Авг. 23, 2023
This
study
aims
to
examine
K-12
teachers’
perspectives
and
attitudes
toward
the
benefits
of
adopting
integrating
digital
game-based
learning
in
education.
The
involves
158
teachers
primary
education
secondary
who
filled
a
37-question
questionnaire.
Overall,
had
significantly
positive
attitudes.
In
contrast
their
age
level
which
they
taught,
educational
background,
gender,
teaching
experience
were
correlated
with
responses.
Based
on
results,
most
familiar
games
use
settings
previous
classrooms.
lack
equipment,
skills,
training
emerged
as
challenges
that
face.
Concerning
its
general
education,
an
effective
approach
can
be
applied
various
subjects
offer
interactive
student-centered
environments.
Regarding
it
yield
for
teachers,
useful
facilitate
enrich
process
improves
communication
skills
enables
them
create
motivational
virtual
environments
would
consciously
engage
encourage
students
actively
participate
activities
promote
collaborative
learning.
terms
students,
was
evaluated
valuable
pedagogical
enhance
students’
cognitive
social-emotional
development,
competencies,
improve
motivation,
engagement,
achievements,
increase
joy,
autonomy,
critical
thinking,
creativity,
imagination.
Finally,
used
at
all
levels
both
face-to-face
online
meet
new
requirements,
provide
overall
quality
Advances in Mobile Learning Educational Research,
Год журнала:
2024,
Номер
4(2), С. 1082 - 1092
Опубликована: Июнь 28, 2024
The
realm
of
education
has
a
highly
significant
impact
on
advancing
civilization
in
country.
Various
factors
have
been
studied
and
proven
to
enhance
different
skills
the
educational
sector,
including
gamification
aspects.
popularity
become
trend
as
tool
create
an
engaging
learning
environment
for
students.
Students
show
high
interest
engagement
when
subject
is
associated
with
gamification.
While
many
studies
examined
21st-century
skills,
precisely
4C
critical
thinking,
creative
communication,
collaboration,
few
yet
explore
their
connection
gamification,
especially
higher
Indonesia.
This
study
aims
investigate
students'
opinions
about
effects
skills.
method
involved
investigation
through
questionnaires
105
students,
comprising
25
questions
5-point
Likert
scale,
structured
interviews
students
meeting
specific
criteria.
findings
indicate
that
several
aspects
strongly
relate
gaming
habits,
particularly
thinking
However,
habits
meagre
communication
collaboration
suggesting
not
all
components
can
be
enhanced
In
addition,
most
could
see
effectiveness
targeted
strategies
practices.
Further
are
recommended
using
practical
materials
courses
test
evaluations
or
other
media.