Main Article Content
Abstract
Keywords
Article Details
This work is licensed under a Creative Commons Attribution 4.0 International License.
References
- Athanasia Eleftheria, C., Charikleia, P., Gkanas Iason, C., Athanasios, T., & Dimitrios, T. (2013). An innovative augmented reality educational platform using gamification to enhance lifelong learning and cultural education. In Proceedings of the 4th International Conference on Information, Intelligence, Systems and Applications (Vol. 1, pp. 1-5). Piraeus-Athens, Greece: IEEE. https://doi.org/10.1109/IISA.2013.6623724
- Berkling, K., & Thomas, C. (2013). Gamification of a Software Engineering course and a detailed analysis of the factors that lead to it’s failure. In Proceedings of the 2013 International Conference on Interactive Collaborative Learning (ICL), (Vol. 1, pp. 525-530). Kazan, Russia: IEEE. https://doi.org/10.1109/ICL.2013.6644642
- Betts, B. W., Bal, J., & Betts, A. W. (2013). Gamification as a tool for increasing the depth of student understanding using a collaborative e-learning environment. International Journal of Continuing Engineering Education and Life Long Learning, 23(3-4), 213-228. https://doi.org/10.1504/IJCEELL.2013.055405
- Brewer, R., Anthony, L., Brown, Q., Irwin, G., Nias, J., & Tate, B. (2013). Using gamification to motivate children to complete empirical studies in lab environments. In Proceedings of the 12th International Conference on Interaction Design and Children (Vol. 1, pp. 388-391). New York, United States: ACM. https://doi.org/10.1145/2485760.2485816
- Brull, S., & Finlayson, S. (2016). Importance of gamification in increasing learning. Journal of Continuing Education in Nursing, 47(8), 372-375. https://doi.org/10.3928/00220124-20160715-09
- Chin, K. E., & Fu, S. H. (2021). Exploring the implementation of an intervention for a pupil with mathematical learning difficulties: A case study. Journal on Mathematics Education, 12(3), 531-546. https://doi.org/10.22342/jme.12.3.14473.531-546
- de Freitas, A. A., & de Freitas, M. M. (2013). Classroom Live: A software-assisted gamification tool. Computer Science Education, 23(2), 186-206. https://doi.org/10.1080/08993408.2013.780449
- Deterding, S. (2012). Gamification: designing for motivation. Interactions, 19(4), 14-17. https://doi.org/10.1145/2212877.2212883
- Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness. In Proceedings of the 15th International Academic MindTrek Conference on Envisioning Future Media Environments (Vol. 1, pp. 9-15). New York, United States: ACM. https://doi.org/10.1145/2181037.2181040
- Fuentes-Cabrera, A., Parra-González, M. E., López-Belmonte, J., & Segura-Robles, A. (2020). Learning mathematics with emerging methodologies-The escape room as a case study. Mathematics, 8(9), 1-14. https://doi.org/10.3390/math8091586
- Fui-Hoon Nah, F., Zeng, Q., Rajasekhar Telaprolu, V., Padmanabhuni Ayyappa, A., & Eschenbrenner, B. (2014). Gamification of education: A review of literature. In Proceedings of the First International Conference on HCI in Business (Vol. 8527, pp. 401-409). Crete, Greece: Springer. https://doi.org/10.1007/978-3-319-07293-7_39
- Ganal, N. N., & Guiab, M. R. (2014). Problems and difficulties encountered by students towards mastering learning competencies in mathematics. Journal of Arts, Science & Commerce, 5(4), 25-37. Retrieved from https://www.academia.edu/16269152/problems_and_difficulties_encountered_by_students_ towards_mastering_learning_competencies_in_mathematics
- García-Hernández, A., & González-Ramírez, T. (2021). Technology as gamification means in mathematics learning. In Proceedings of the Seventh International Conference on Higher Education Advances (Vol. 1, pp. 581-587). Valencia, Spain. https://doi.org/10.4995/head21.2021.13165
- Gibson, D., Ostashewski, N., Flintoff, K., Grant, S., & Knight, E. (2015). Digital badges in education. Education and Information Technologies, 20(2), 403-410. https://doi.org/10.1007/s10639-013-9291-7
- Goehle, G. (2013). Gamification and Web-based Homework. Problems, Resources, and Issues in Mathematics Undergraduate Studies, 23(3), 234-246. https://doi.org/10.1080/10511970.2012.736451
- Gonçalves, D., Barata, G., Gama, S., & Jorge, J. (2013). Engaging engineering students with gamification. In Proceedings of the 5th International Conference on Games and Virtual Worlds for Serious Applications (Vol. 1, pp. 1-8). Dorset, UK: IEEE. https://doi.org/ 10.1109/VS-GAMES.2013.6624228
- Kamasheva, A. v., Valeev, E. R., Yagudin, R. K., & Maksimova, K. R. (2015). Usage of gamification theory for increase motivation of employees. Mediterranean Journal of Social Sciences, 6(1S3), 77-80. https://doi.org/10.5901/mjss.2015.v6n1s3p77
- Kapp, K. M. (2012a). Games, gamification and the quest for learner engagement. TD Magazine.
- Kapp K. M. (2012b). The gamification of learning and instruction: game-based methods and strategies for training and education. Pfeiffer.
- Kim, T. W., & Werbach, K. (2016). More than just a game: ethical issues in gamification. Ethics and Information Technology, 18(2), 157-173. https://doi.org/10.1007/s10676-016-9401-5
- Kirillov, A. V., Vinichenko, M. V., Melnichuk, A. V., Melnichuk, Y. A., & Vinogradova, M. V. (2016). Improvement in the learning environment through gamification of the educational process. International Electronic Journal of Mathematics Education, 11(7), 2071–2085. Retrieved from https://www.iejme.com/article/improvement-in-the-learning-environment-through-gamification-of-the-educational-process
- Kumar, B., & Kumar ParulKhurana, B. (2012). Gamification in education: Learn computer programming with fun. International Journal of Computers and Distributed Systems, 2(1), 46-53. Retrieved from https://www.academia.edu/7826506/Gamification_in_Education_Learn_Programming_with_Fun
- Lapuh Bele, J., Bele, D., & Debevc, M. (2016). Gamification as a method for increasing e-learning motivation. In Proceedings of the 9th annual International Conference of Education, Research and Innovation (Vol. 1, pp. 5227-5235). Seville, Spain: IATED. https://doi.org/10.21125/iceri.2016.2263
- Lee, J. J., & Hammer, J. (2011). Gamification in Education: What, How, Why Bother?. Academic Exchange Quarterly, 15(2), 1-5. Retrieved from https://www.academia.edu/570970/Gamification_in_Education_ What_How_Why_Bother
- López-Belmonte, J., Parra-González, M. E., Segura-Robles, A., & Pozo-Sánchez, S. (2020). Scientific mapping of gamification in web of science. European Journal of Investigation in Health, Psychology and Education, 10(3), 832-847. https://doi.org/10.3390/ejihpe10030060
- López-Belmonte, J., Segura-Robles, A., Fuentes-Cabrera, A., & Parra-González, M. E. (2020). Evaluating activation and absence of negative effect: Gamification and escape rooms for learning. International Journal of Environmental Research and Public Health, 17(7), 1-12. https://doi.org/10.3390/ijerph17072224
- Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021). Between level up and game over: A systematic literature review of gamification in education. Sustainability, 13(4), 1-14. https://doi.org/10.3390/su13042247
- Miller, C. (2013). The gamification of education. In Developments in Business Simulation and Experiential Learning: Proceedings of the Annual ABSEL Conference, (Vol. 40, pp. 196-200). Oklahoma City, US. Retrieved from https://journals.tdl.org/absel/index.php/absel/article/view/40
- Mohd. Yusof, N. A., & Shahrill, M. (2021). The effects of non-digital game-based learning on students’ mathematical perspectives and achievements. Southeast Asian Mathematics Education Journal, 11(1), 25-40. https://doi.org/10.46517/seamej.v11i1.113
- Mora, A., Riera, D., González, C., & Arnedo-Moreno, J. (2017). Gamification: A systematic review of design frameworks. Journal of Computing in Higher Education, 29(3), 516-548. https://doi.org/10.1007/s12528-017-9150-4
- Najjar, E., & Salhab, R. (2022). Gamification in the learning process. International Journal of Online and Biomedical Engineering, 18(1), 148–153. https://doi.org/10.3991/ijoe.v18i01.26609
- O’Donovan, S., Gain, J., & Marais, P. (2013). A case study in the gamification of a university-level games development course. In Proceedings of the 2013 South African Institute for Computer Scientists and Information Technologists Conference (Vol. 1, pp. 242-251). East London, South Africa: ACM. https://doi.org/10.1145/2513456.2513469
- Ofosu-Ampong, K. (2020). The shift to gamification in education: A review on dominant issues. Journal of Educational Technology Systems, 49(1), 113-137. https://doi.org/10.1177/0047239520917629
- Raymer, R. (2011). Gamification: Using game mechanics to enhance elearning. ELearn, 2011(9), 3. https://doi.org/10.1145/2025356.2031772
- Robertson, J., & Howells, C. (2008). Computer game design: Opportunities for successful learning. Computers and Education, 50(2), 559-578. https://doi.org/10.1016/j.compedu.2007.09.020
- Rozhenko, O. D. (2021). Gamification of education as an addition to traditional educational technologies at the university. In Proceedings of the V International Scientific and Practical Conference "Distance Learning Technologies" (Vol. 2914, pp. 457-464). Yalta, Crimea. Retrieved from http://ceur-ws.org/Vol-2914/paper46.pdf.
- Sadovets, O., Martynyuk, O., Orlovska, O., Lysak, H., Korol, S., & Zembytska, M. (2022). Gamification in the informal learning space of higher education (in the context of the digital transformation of education). Postmodern Openings, 13(1), 330-350. https://doi.org/10.18662/po/13.1/399
- Sánchez, S. P., Belmonte, J. L., Cabrera, A. F., & Núñez, J. A. L. (2020). Gamification as a methodological complement to flipped learning—an incident factor in learning improvement. Multimodal Technologies and Interaction, 4(2), 1-13. https://doi.org/10.3390/mti4020012
- Smiderle, R., Rigo, S. J., Marques, L. B., Peçanha de Miranda Coelho, J. A., & Jaques, P. A. (2020). The impact of gamification on students’ learning, engagement and behavior based on their personality traits. Smart Learning Environments, 7(3), 1-11. https://doi.org/10.1186/s40561-019-0098-x
- Tran, L. T., & Nguyen, T. S. (2021). Motivation and mathematics achievement: A Vietnamese case study. Journal on Mathematics Education, 12(3), 449-468. https://doi.org/10.22342/JME.12.3.14274.449-468
- Treiblmaier, H., & Putz, L. M. (2020). Gamification as a moderator for the impact of intrinsic motivation: Findings from a multigroup field experiment. Learning and Motivation, 71, 1-15. https://doi.org/10.1016/j.lmot.2020.101655
- Xi, N., & Hamari, J. (2019). Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction. International Journal of Information Management, 46, 210-221. https://doi.org/10.1016/j.ijinfomgt.2018.12.002
References
Athanasia Eleftheria, C., Charikleia, P., Gkanas Iason, C., Athanasios, T., & Dimitrios, T. (2013). An innovative augmented reality educational platform using gamification to enhance lifelong learning and cultural education. In Proceedings of the 4th International Conference on Information, Intelligence, Systems and Applications (Vol. 1, pp. 1-5). Piraeus-Athens, Greece: IEEE. https://doi.org/10.1109/IISA.2013.6623724
Berkling, K., & Thomas, C. (2013). Gamification of a Software Engineering course and a detailed analysis of the factors that lead to it’s failure. In Proceedings of the 2013 International Conference on Interactive Collaborative Learning (ICL), (Vol. 1, pp. 525-530). Kazan, Russia: IEEE. https://doi.org/10.1109/ICL.2013.6644642
Betts, B. W., Bal, J., & Betts, A. W. (2013). Gamification as a tool for increasing the depth of student understanding using a collaborative e-learning environment. International Journal of Continuing Engineering Education and Life Long Learning, 23(3-4), 213-228. https://doi.org/10.1504/IJCEELL.2013.055405
Brewer, R., Anthony, L., Brown, Q., Irwin, G., Nias, J., & Tate, B. (2013). Using gamification to motivate children to complete empirical studies in lab environments. In Proceedings of the 12th International Conference on Interaction Design and Children (Vol. 1, pp. 388-391). New York, United States: ACM. https://doi.org/10.1145/2485760.2485816
Brull, S., & Finlayson, S. (2016). Importance of gamification in increasing learning. Journal of Continuing Education in Nursing, 47(8), 372-375. https://doi.org/10.3928/00220124-20160715-09
Chin, K. E., & Fu, S. H. (2021). Exploring the implementation of an intervention for a pupil with mathematical learning difficulties: A case study. Journal on Mathematics Education, 12(3), 531-546. https://doi.org/10.22342/jme.12.3.14473.531-546
de Freitas, A. A., & de Freitas, M. M. (2013). Classroom Live: A software-assisted gamification tool. Computer Science Education, 23(2), 186-206. https://doi.org/10.1080/08993408.2013.780449
Deterding, S. (2012). Gamification: designing for motivation. Interactions, 19(4), 14-17. https://doi.org/10.1145/2212877.2212883
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness. In Proceedings of the 15th International Academic MindTrek Conference on Envisioning Future Media Environments (Vol. 1, pp. 9-15). New York, United States: ACM. https://doi.org/10.1145/2181037.2181040
Fuentes-Cabrera, A., Parra-González, M. E., López-Belmonte, J., & Segura-Robles, A. (2020). Learning mathematics with emerging methodologies-The escape room as a case study. Mathematics, 8(9), 1-14. https://doi.org/10.3390/math8091586
Fui-Hoon Nah, F., Zeng, Q., Rajasekhar Telaprolu, V., Padmanabhuni Ayyappa, A., & Eschenbrenner, B. (2014). Gamification of education: A review of literature. In Proceedings of the First International Conference on HCI in Business (Vol. 8527, pp. 401-409). Crete, Greece: Springer. https://doi.org/10.1007/978-3-319-07293-7_39
Ganal, N. N., & Guiab, M. R. (2014). Problems and difficulties encountered by students towards mastering learning competencies in mathematics. Journal of Arts, Science & Commerce, 5(4), 25-37. Retrieved from https://www.academia.edu/16269152/problems_and_difficulties_encountered_by_students_ towards_mastering_learning_competencies_in_mathematics
García-Hernández, A., & González-Ramírez, T. (2021). Technology as gamification means in mathematics learning. In Proceedings of the Seventh International Conference on Higher Education Advances (Vol. 1, pp. 581-587). Valencia, Spain. https://doi.org/10.4995/head21.2021.13165
Gibson, D., Ostashewski, N., Flintoff, K., Grant, S., & Knight, E. (2015). Digital badges in education. Education and Information Technologies, 20(2), 403-410. https://doi.org/10.1007/s10639-013-9291-7
Goehle, G. (2013). Gamification and Web-based Homework. Problems, Resources, and Issues in Mathematics Undergraduate Studies, 23(3), 234-246. https://doi.org/10.1080/10511970.2012.736451
Gonçalves, D., Barata, G., Gama, S., & Jorge, J. (2013). Engaging engineering students with gamification. In Proceedings of the 5th International Conference on Games and Virtual Worlds for Serious Applications (Vol. 1, pp. 1-8). Dorset, UK: IEEE. https://doi.org/ 10.1109/VS-GAMES.2013.6624228
Kamasheva, A. v., Valeev, E. R., Yagudin, R. K., & Maksimova, K. R. (2015). Usage of gamification theory for increase motivation of employees. Mediterranean Journal of Social Sciences, 6(1S3), 77-80. https://doi.org/10.5901/mjss.2015.v6n1s3p77
Kapp, K. M. (2012a). Games, gamification and the quest for learner engagement. TD Magazine.
Kapp K. M. (2012b). The gamification of learning and instruction: game-based methods and strategies for training and education. Pfeiffer.
Kim, T. W., & Werbach, K. (2016). More than just a game: ethical issues in gamification. Ethics and Information Technology, 18(2), 157-173. https://doi.org/10.1007/s10676-016-9401-5
Kirillov, A. V., Vinichenko, M. V., Melnichuk, A. V., Melnichuk, Y. A., & Vinogradova, M. V. (2016). Improvement in the learning environment through gamification of the educational process. International Electronic Journal of Mathematics Education, 11(7), 2071–2085. Retrieved from https://www.iejme.com/article/improvement-in-the-learning-environment-through-gamification-of-the-educational-process
Kumar, B., & Kumar ParulKhurana, B. (2012). Gamification in education: Learn computer programming with fun. International Journal of Computers and Distributed Systems, 2(1), 46-53. Retrieved from https://www.academia.edu/7826506/Gamification_in_Education_Learn_Programming_with_Fun
Lapuh Bele, J., Bele, D., & Debevc, M. (2016). Gamification as a method for increasing e-learning motivation. In Proceedings of the 9th annual International Conference of Education, Research and Innovation (Vol. 1, pp. 5227-5235). Seville, Spain: IATED. https://doi.org/10.21125/iceri.2016.2263
Lee, J. J., & Hammer, J. (2011). Gamification in Education: What, How, Why Bother?. Academic Exchange Quarterly, 15(2), 1-5. Retrieved from https://www.academia.edu/570970/Gamification_in_Education_ What_How_Why_Bother
López-Belmonte, J., Parra-González, M. E., Segura-Robles, A., & Pozo-Sánchez, S. (2020). Scientific mapping of gamification in web of science. European Journal of Investigation in Health, Psychology and Education, 10(3), 832-847. https://doi.org/10.3390/ejihpe10030060
López-Belmonte, J., Segura-Robles, A., Fuentes-Cabrera, A., & Parra-González, M. E. (2020). Evaluating activation and absence of negative effect: Gamification and escape rooms for learning. International Journal of Environmental Research and Public Health, 17(7), 1-12. https://doi.org/10.3390/ijerph17072224
Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021). Between level up and game over: A systematic literature review of gamification in education. Sustainability, 13(4), 1-14. https://doi.org/10.3390/su13042247
Miller, C. (2013). The gamification of education. In Developments in Business Simulation and Experiential Learning: Proceedings of the Annual ABSEL Conference, (Vol. 40, pp. 196-200). Oklahoma City, US. Retrieved from https://journals.tdl.org/absel/index.php/absel/article/view/40
Mohd. Yusof, N. A., & Shahrill, M. (2021). The effects of non-digital game-based learning on students’ mathematical perspectives and achievements. Southeast Asian Mathematics Education Journal, 11(1), 25-40. https://doi.org/10.46517/seamej.v11i1.113
Mora, A., Riera, D., González, C., & Arnedo-Moreno, J. (2017). Gamification: A systematic review of design frameworks. Journal of Computing in Higher Education, 29(3), 516-548. https://doi.org/10.1007/s12528-017-9150-4
Najjar, E., & Salhab, R. (2022). Gamification in the learning process. International Journal of Online and Biomedical Engineering, 18(1), 148–153. https://doi.org/10.3991/ijoe.v18i01.26609
O’Donovan, S., Gain, J., & Marais, P. (2013). A case study in the gamification of a university-level games development course. In Proceedings of the 2013 South African Institute for Computer Scientists and Information Technologists Conference (Vol. 1, pp. 242-251). East London, South Africa: ACM. https://doi.org/10.1145/2513456.2513469
Ofosu-Ampong, K. (2020). The shift to gamification in education: A review on dominant issues. Journal of Educational Technology Systems, 49(1), 113-137. https://doi.org/10.1177/0047239520917629
Raymer, R. (2011). Gamification: Using game mechanics to enhance elearning. ELearn, 2011(9), 3. https://doi.org/10.1145/2025356.2031772
Robertson, J., & Howells, C. (2008). Computer game design: Opportunities for successful learning. Computers and Education, 50(2), 559-578. https://doi.org/10.1016/j.compedu.2007.09.020
Rozhenko, O. D. (2021). Gamification of education as an addition to traditional educational technologies at the university. In Proceedings of the V International Scientific and Practical Conference "Distance Learning Technologies" (Vol. 2914, pp. 457-464). Yalta, Crimea. Retrieved from http://ceur-ws.org/Vol-2914/paper46.pdf.
Sadovets, O., Martynyuk, O., Orlovska, O., Lysak, H., Korol, S., & Zembytska, M. (2022). Gamification in the informal learning space of higher education (in the context of the digital transformation of education). Postmodern Openings, 13(1), 330-350. https://doi.org/10.18662/po/13.1/399
Sánchez, S. P., Belmonte, J. L., Cabrera, A. F., & Núñez, J. A. L. (2020). Gamification as a methodological complement to flipped learning—an incident factor in learning improvement. Multimodal Technologies and Interaction, 4(2), 1-13. https://doi.org/10.3390/mti4020012
Smiderle, R., Rigo, S. J., Marques, L. B., Peçanha de Miranda Coelho, J. A., & Jaques, P. A. (2020). The impact of gamification on students’ learning, engagement and behavior based on their personality traits. Smart Learning Environments, 7(3), 1-11. https://doi.org/10.1186/s40561-019-0098-x
Tran, L. T., & Nguyen, T. S. (2021). Motivation and mathematics achievement: A Vietnamese case study. Journal on Mathematics Education, 12(3), 449-468. https://doi.org/10.22342/JME.12.3.14274.449-468
Treiblmaier, H., & Putz, L. M. (2020). Gamification as a moderator for the impact of intrinsic motivation: Findings from a multigroup field experiment. Learning and Motivation, 71, 1-15. https://doi.org/10.1016/j.lmot.2020.101655
Xi, N., & Hamari, J. (2019). Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction. International Journal of Information Management, 46, 210-221. https://doi.org/10.1016/j.ijinfomgt.2018.12.002