Gamification in E-learning: Bridging Educational Gaps in Developing Countries DOI Open Access
Khalid Ghoulam, Belaid Bouikhalene, Abdelghani Babori

и другие.

International Journal of Advanced Corporate Learning (iJAC), Год журнала: 2024, Номер 17(1), С. 85 - 95

Опубликована: Март 28, 2024

In the field of education, developing countries face numerous challenges, including limited resources, inadequate infrastructure, and a shortage qualified educators. This research paper explores transformative potential gamification in e-learning as strategic approach to mitigate these challenges bridge educational gaps countries. The study investigates impact integrating gamified elements into environment, aiming enhance student engagement, motivation, knowledge retention. employs mixed-methods approach, combining quantitative analysis performance metrics with qualitative insights from educators learners. investigation evaluates effectiveness fostering positive learning experience addressing specific prevalent nations. Additionally, examines adaptability platforms diverse cultural linguistic contexts, ensuring inclusivity relevance. findings this contribute valuable discourse on leveraging technology for advancement resource-constrained settings. By shedding light benefits within context countries, aims inform policymakers, educators, researchers innovative strategies quality accessibility education. Ultimately, seeks provide practical recommendations integration approaches, sustainable development global context.

Язык: Английский

Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review DOI Open Access

Fahad Saleem Al-Hafdi,

Waleed Salim Alhalafawy

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.

Язык: Английский

Процитировано

22

The Power of Play: Investigating the Effects of Gamification on Motivation and Engagement in Physics Classroom DOI Creative Commons

Marija Gaurina,

Anna Alajbeg, Ivana Weber

и другие.

Education Sciences, Год журнала: 2025, Номер 15(1), С. 104 - 104

Опубликована: Янв. 18, 2025

The aim of this study was to investigate and analyze how first-grade high school students experience a positive classroom environment (excitement, competition, connectedness, satisfaction, aspiration) by applying gamification as teaching strategy in physics classes. An experimental conducted within the topic conservation momentum energy, which N = 69 three classes took part. In group, one class with n 23 engaged lessons, using strategy. contrast, control group comprised two 46 students. My Class Inventory questionnaire used for study. study’s results revealed statistically significant differences perception student learning between groups. rated significantly better than group. Gamification contributes positively experience, fostering collaboration among when tackling challenging problems. It is essential highlight that even if we do not entirely depart from traditional methods, simply changing our can lead improvements. case, create more engaging making motivated involved. Consequently, shift could result understanding mastery concepts.

Язык: Английский

Процитировано

1

Gamification is not Working: Why? DOI
Dah John, Norhayati Hussin, Muhamad Khairulnizam Zaini

и другие.

Games and Culture, Год журнала: 2024, Номер unknown

Опубликована: Янв. 30, 2024

Gamification is a trending topic in the scientific community. It art of incorporating game elements and design principles into non-game context. The phenomenon has garnered tremendous attention especially field education academics. Yet, since it appeared decade ago, its ascension both other domains hasn’t been uniform, with several failed inconclusive results. Consequently, scholars have, over years, made efforts to probe why gamification isn’t succeeding as hoped. We attempt, therefore, contribute this effort by reviewing discussing some core reasons seems be faltering learning education. Our findings revealed four (4) factors could failing. Shallow which simplistic surficial application on system or activity without transforming experience one determinant. Overjustification effect, excessive arbitral use rewards (extrinsic motivators), hampers intrinsic motivation another success ‘badges, points, leaderboards (BPL) gamification’ (or BPL triad) refers basic such badges, also reason still struggling. Lastly, overreliance narrow models theories explain gamified experiences identified factor for haziness. study suggests antidotes these highlighted challenges, deep intentional designs that transcend surface-level implementation (what called ‘deep gamification’). Amidst spree extrinsic anyhow, we propose careful consideration implementing reward-based elements, multiple settings. Again, move-away from overly used self-determination theory, flow theory open pathways. As believe, theoretical lens through often viewed serves limiting factor, impeding field's progression obscuring full potential an approach.

Язык: Английский

Процитировано

7

Gamifying science education: How board games enhances engagement, motivate and develop social interaction, and learning DOI
Mohd Kamal Othman,

Sim Kah Ching

Education and Information Technologies, Год журнала: 2024, Номер unknown

Опубликована: Июнь 13, 2024

Язык: Английский

Процитировано

6

A adaptive learning strategies in open and distance eLearning: Opportunities and challenges for quality assurance DOI Creative Commons

Phineas Sebopelo

Review of Artificial Intelligence in Education, Год журнала: 2025, Номер 6, С. e036 - e036

Опубликована: Янв. 30, 2025

The chapter is premised on the ever-changing landscape of distance learning and infusion e-learning aspect into teaching strategies. adoption adaptive strategies necessitated institutions to deliver custom experiences that address unique needs individual students. points importance adopting a variety such as personalized learning, automated feedback, visualized enhance student experience rather than assuming one-fits-all-all experience. book highlights challenges impede in Learning Strategies. underscores point at core Higher education need threats quality by efficient instructional for Adaptive learning. also suggests mitigate against

Язык: Английский

Процитировано

0

Leveraging augmented reality and gamification for enhanced self-regulation in science education DOI Creative Commons
Hüseyin Ateş, Merve Polat

Education and Information Technologies, Год журнала: 2025, Номер unknown

Опубликована: Март 7, 2025

Язык: Английский

Процитировано

0

The convergence of GETAMEL and protection motivation theory: A study on augmented reality-based gamification adoption among science teachers DOI Creative Commons
Hüseyin Ateş, Cengiz GÜNDÜZALP

Education and Information Technologies, Год журнала: 2025, Номер unknown

Опубликована: Март 11, 2025

Язык: Английский

Процитировано

0

A systematic literature review of mobile learning trends in biology education over ten years DOI Creative Commons
Kristin Sangur, Siti Zubaidah, Sulisetijono Sulisetijono

и другие.

Social Sciences & Humanities Open, Год журнала: 2025, Номер 11, С. 101429 - 101429

Опубликована: Янв. 1, 2025

Язык: Английский

Процитировано

0

Supporting teachers in implementing project-based learning in teaching secondary mathematics: An action research DOI Creative Commons

Puskar Singh Bohara

Advances in Mobile Learning Educational Research, Год журнала: 2024, Номер 4(2), С. 1122 - 1134

Опубликована: Авг. 26, 2024

In the context of Nepal, most mathematics teachers at secondary level are still using conventional teacher-centred pedagogy. It is assumed that teachers' pedagogy might enhance learners' engagement in learning and build conceptual understanding. Project-based (PBL) a student-centred can remove misconceptions about content knowledge, engaged learning, support developing pedagogical skills. The study tried to reform practice teaching mathematics. action research was conducted four schools Nepal by five two cycles, each seven days. focused on implementation PBL secondary-level schools, impact students' activities, professional development. seven-day project prepared based 3-day workshop for surface area prism pyramid grade ten different school settings, activities were observed. collected qualitative data through interviews (baseline post), observation, teacher reflection notes. Text analyzed thematically meaning-making finding. study's significant findings inclusive education, contextualization Likewise, creativity observed during research, supported reforming their with new experiences PBL. other implementing

Язык: Английский

Процитировано

4

TEACHER PERSPECTIVES ON AI-DRIVEN GAMIFICATION: IMPACT ON STUDENT MOTIVATION, ENGAGEMENT, AND LEARNING OUTCOMES DOI Creative Commons
Abdullah Alenezi

Information Technologies and Learning Tools, Год журнала: 2023, Номер 97(5), С. 138 - 148

Опубликована: Окт. 30, 2023

This study delves into the insights and experiences of teachers regarding influence AI-driven gamification on student motivation, engagement, learning outcomes. Through qualitative research methods, teacher perspectives are explored to unravel multifaceted aspects AI-enhanced within educational settings. The identifies several significant themes, including positive perceptions gamification, challenges in implementation, elevated motivation enhanced experiences, improved outcomes, complexities assessing long-term effects. findings underscore transformative potential as educators highlight its ability create democratic, effective, environments. Nevertheless, also uncovers related professional development, technical glitches, curriculum alignment implementation this innovative approach. Moreover, reveals a resounding consensus among impact participation, experiences. Teachers emphasize how can turn ordinary enjoyable meaningful journeys, offering students autonomy real-time feedback. Furthermore, believe that contributes fostering deeper understanding subject matter, knowledge retention, problem-solving skills. Despite these short-term gains, acknowledge need for longitudinal studies comprehensively assess effects

Язык: Английский

Процитировано

9