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State of Research on Gamification in Education: A Bibliometric …

Tion level [18,29,34], subject [20,25–27,30,31,33,34,36–38] or reported research type [22,28,32,35], with the remaining ones were either outdated [17,21,23] or using too restricted search crite-ria [19] and/or selection of sources [24] to achieve an adequate coverage of the state of research on gamification in education. We therefore ...

Files.eric.ed.gov

DA: 17 PA: 23 MOZ Rank: 40

Guide to gamification-related research | The Gamification Institute

Guide to Gamification-Related Research. The last decade has seen a boom in gamification-related scholarship undertaken by researchers at universities, think-tanks, consulting firms, and other organizations. According to Google Scholar, in the year 2010 there were roughly 90 scholarly articles published that referenced “gamification” in one ...

Yfimag.org

DA: 14 PA: 40 MOZ Rank: 55

Gamification as Online Teaching Strategy During COVID …

Abstract. The ongoing pandemic caused by coronavirus disease 2019 (COVID-19) has enforced a shutdown of educative institutions of all levels, including high school and university students, and has forced educators and institutions to adapt teaching strategies in a hasty way. This work reviews the use of gamification-based teaching during the ...

Ncbi.nlm.nih.gov

DA: 20 PA: 25 MOZ Rank: 47

Gamification Research | Statistics |Facts & Figures | Technavio

The gamification market research report estimates the market size to be $ 19.69 bn in 2021-2025. The incremental growth and the accelerate growth momentum present a positive outlook for the market. This will encourage established as well as new vendors to make investments and strengthen their position in the gamification market.

Statistics.technavio.org

DA: 24 PA: 33 MOZ Rank: 60

Gamification Awards

The awards are judged by industry experts for their design, creativity and utility. The award goes to the companies and individuals who are excelling in their field. The awards will be running every year and we will be bringing the best of the gamification industry and research to the stage and putting them under the spotlight.

Gamificationawards.org

DA: 22 PA: 22 MOZ Rank: 27

How gamification motivates: An experimental study of

To answer this question, and consequently advance gamification research, psychological theories of motivation must be applied. Another problem with the state of current research is that many studies treat gamification as a uniform concept, while in practice, the specific designs and realizations of gamification environments can be quite diverse ...

Sciencedirect.com

DA: 21 PA: 38 MOZ Rank: 64

Gamification - an overview | ScienceDirect Topics

Gamification and the use of multimedia for reaching certain communities of readers as well as for creating new readers are high in the priorities of the publishers. Questions raised regard patterns of promotion, consumption, communication, reading, creation, competition and promotion. Gamification is a new term used during the last decade so as ...

Sciencedirect.com

DA: 21 PA: 36 MOZ Rank: 63

(PDF) Research Trends in the Study of Gamification

This study examines the research design of several. publications on the study of gamification and proposes a mixed-method research design for. creating a …

Researchgate.net

DA: 20 PA: 50 MOZ Rank: 94

Gamification in Marketing | Research.com

Gamification is emerging as one of the most promising futuristic trends in the area of Marketing. The term was first used by Bret Terill in 2008 who defined it as the process of using game mechanics with other forms of technology for the purpose of increasing engagement (Pace & Dipace, 2015). Described as a means to enhance overall consumer ...

Research.com

DA: 12 PA: 40 MOZ Rank: 60

Gamification in Marketing Research – Is it Time to Get in the Game?

Gamification in marketing research encourages respondents to share accurate, candid, and detailed feedback on products and services. The Gamification Research Network states that, “Gamification primarily aims at increasing users’ positive motivations towards given activities or use of technology, and thereby, increases the quantity and quality of the output of the given …

Thedrg.com

DA: 14 PA: 50 MOZ Rank: 86

Gamification as a tool for engaging student learning: A field ...

A recent literature study of academic gamification research found that most studies on the subject verified that gamification can work, even though effects differ across contexts (Hamari et al., 2014). By context, the authors refer to the type of activity being gamified, such as exercise, sustainable consumption, monitoring, or education. In the context of …

Journals.sagepub.com

DA: 20 PA: 34 MOZ Rank: 64

Gamification: Research Roundup – PCAA

Ian’s research explores the use of gamification mechanics and procedural rhetoric to engage loyalty program communities on social media. His results showed that gamification mechanics and procedural rhetoric were present in the Twitter conversations people were having about the Air Miles Rewards Program. However, they were used differently to achieve various …

Pcaa.blog.ryerson.ca

DA: 20 PA: 31 MOZ Rank: 62

Gamification in Tourism: A Design Framework for the …

Gamification has become a popular technique in marketing. Many companies believe that gamification can potentially increase the engagement, awareness and loyalty of consumers with respect to the ...

Researchgate.net

DA: 20 PA: 50 MOZ Rank: 38

(PDF) GAMIFICATION IN EDUCATION - ResearchGate

2.1. Definitions. According to Kapp gamification is “using game -based mechanics, aesthetics and game thinking to engage. people, motivate action, …

Researchgate.net

DA: 20 PA: 48 MOZ Rank: 81

(PDF) Gamification - ResearchGate

PDF | On Jan 1, 2015, Lincoln C Wood and others published Gamification | Find, read and cite all the research you need on ResearchGate . Chapter …

Researchgate.net

DA: 20 PA: 35 MOZ Rank: 69

The Gamification of Learning: a Meta-analysis - Springer

In recent years, the concept of gamification, defined as “the use of game design elements in non-game contexts” (Deterding et al. 2011, p. 9), has received increased attention and interest in academia and practice, with education among the top fields of gamification research (Dichev and Dicheva 2017;Hamarietal.2014; Seaborn and Fels 2015 ...

Link.springer.com

DA: 17 PA: 45 MOZ Rank: 77

(PDF) Gamification & Research – Partnership for Innovation

Research is the source of innovation. Research in any field requires creativity and motivation for innovative ideas to emerge. This paper aims to present elements of gamification used in a ...

Researchgate.net

DA: 20 PA: 50 MOZ Rank: 34

The Future of Gamification | Pew Research Center

By 2020, gamification (the use of game mechanics, feedback loops, and rewards to spur interaction and boost engagement, loyalty, fun and/or learning) will not be implemented in most everyday digital activities for most people. While game use and game-like structures will remain an important segment of the communications scene and will have been ...

Pewresearch.org

DA: 19 PA: 48 MOZ Rank: 84

The Gamification Institute | Evidence-based gamification strategies

The Gamification Institute. The Gamification Institute advances the development of evidence-based strategies and techniques for bringing the joyfulness, meaningfulness, and sense of belonging that we find in games into every corner of human life. The Institute focuses especially on applying insights from game design to brighten, enliven, and ...

Yfimag.org

DA: 14 PA: 14 MOZ Rank: 33

The impact of gamification on students’ learning, engagement and ...

The gamification of education can enhance levels of students’ engagement similar to what games can do, to improve their particular skills and optimize their learning. On the other hand, scientific studies have shown adverse outcomes based on the user’s preferences. The link among the user’s characteristics, executed actions, and the game elements is still an open …

Slejournal.springeropen.com

DA: 27 PA: 35 MOZ Rank: 81

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