Article
Education & Educational Research
Marwa F. Areed, Mohamed A. Amasha, Rania A. Abougalala, Salem Alkhalaf, Dalia Khairy
Summary: Due to Covid-19 measures, a lack of educational methods is a concern for professionals who find gamification important for student engagement in learning. This study used an Android-based gamification app to evaluate the effect of gamification and e-quizzes on college students' learning, showing that gamified e-quizzes are more effective than paper-based quizzes in assessing student performance. Instructors are encouraged to use games as a modern and innovative tool for engaging students in learning.
EDUCATION AND INFORMATION TECHNOLOGIES
(2021)
Article
Computer Science, Interdisciplinary Applications
Harun Cigdem, Mehmet Emin Korkusuz, Caner Karacalti
Summary: This study investigates the impact of gamification on learning outcomes and course engagement in a computer programming course. The findings indicate no significant difference between gamified and nongamified approaches in terms of learning and course engagement. Although gamification can increase the number of quizzes completed, it does not directly enhance learning. Additionally, the overall impact of quiz completion on learning is more pronounced when considering all participants, and gamification may only be suitable for short-term activities and may not engage all students.
COMPUTER APPLICATIONS IN ENGINEERING EDUCATION
(2023)
Article
Information Science & Library Science
Linda D. Hollebeek, Kallol Das, Yupal Shukla
Summary: The study reviews gamified loyalty programs (GLPs), introduces the concept of GLP engagement (GLPE) and its major drivers, and discusses the associations with customer brand engagement value (CBEV). It also classifies members' GLP contributions and formulates Propositions for further research on GLPE.
INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT
(2021)
Article
Business
Wafa Hammedi, Thomas Leclercq, Nadia Steils
Summary: This research investigates the effects of repeated gamified activities on customer experience quality and behavioral engagement through 10 studies. The results show a negative impact of highly repeated gamified services on experience quality and behavioral engagement. Strategies to compensate for such satiation are also demonstrated.
JOURNAL OF SERVICE RESEARCH
(2023)
Article
Business
Tyreal Yizhou Qian, Robbie Matz, Lei Luo, Chenglong Xu
Summary: This study examined the relationships between gamification, perceived value, and viewer engagement in a gamified livestreaming service. The results showed that immersion and socialization gamification enhanced the event's perceived value and viewer engagement, while the effects of achievement gamification were weak. Moreover, gendered differences were identified in the engagement enhancement in esports livestreams.
JOURNAL OF BUSINESS RESEARCH
(2022)
Article
Multidisciplinary Sciences
Alice H. Aubert, Andreas Scheidegger, Sara Schmid
Summary: This study developed four online interfaces supporting citizen participation in decision-making. It found that learning loops and gamification increased drop-out rate, and experience was more influenced by the satisfaction of basic psychological needs than by the interface itself, which was moderated by respondents' causality orientations. Learning loops increased challenge, while gamification enhanced social experience and playfulness.
Article
Green & Sustainable Science & Technology
Carlos J. Hellin, Francisco Calles-Esteban, Adrian Valledor, Josefa Gomez, Salvador Oton-Tortosa, Abdelhamid Tayebi
Summary: This study proposes a web-based application that combines automated programming assessment features with gamification concepts to provide an engaging learning environment for students. The findings show that the tool has a positive impact on students' motivation and engagement.
Review
Green & Sustainable Science & Technology
Inje Cho, Kyriaki Kaplanidou, Shintaro Sato
Summary: Recently, gamified wearable fitness trackers have gained attention among sport consumers; while they have the potential to enhance physical activity engagement, there are issues with diminishing engagement and discontinuance. This study highlights the role of gamification elements in wearable fitness trackers in physical activity and sports engagement, suggesting three key gamification themes for future research and practice.
Article
Computer Science, Interdisciplinary Applications
Ayoung Suh, Christy M. K. Cheung, Yongqian Lin
Summary: This research explores meaningful engagement and its role in predicting employees' knowledge contributions via gamified knowledge management systems. Two empirical studies show that meaningful engagement encompasses five dimensions: intense involvement, sense of meaning, self-discovery, pursuit of excellence, and personal expressiveness. Fostering meaningful engagement is essential to enhance the quality and quantity of knowledge contribution.
INDUSTRIAL MANAGEMENT & DATA SYSTEMS
(2022)
Article
Multidisciplinary Sciences
Punyawee Anunpattana, Mohd Nor Akmal Khalid, Hiroyuki Iida, Wilawan Inchamnan
Summary: This study implemented challenge-based gamification in an elementary school classroom to examine student engagement and learning-related behavior. The results showed the potential synthesis of motion in mind and flow theory for enhancing engagement and learning outcomes.
Article
Environmental Studies
Seongsoo Jang, Jinwon Kim
Summary: This study explores the relationship between visitors' gamified experiences and exercise engagement, finding that gamified experiences have differential effects on the exercise behavior of tourists and residents. The study also highlights the importance of integrating gamified exercise apps with destination management to enhance visitor engagement.
TOURISM MANAGEMENT
(2022)
Article
Psychology, Multidisciplinary
Simon Trang, Welf H. Weiger
Summary: Research indicates that users of gamified apps are more likely to share private information with firms, and their information disclosure decisions are influenced by cognitive absorption.
COMPUTERS IN HUMAN BEHAVIOR
(2021)
Article
Education & Educational Research
Ariya Pakinee, Kitti Puritat
Summary: The COVID-19 pandemic led universities to adopt distance learning, but student engagement in e-learning remains a common concern. This study applied gamification to enhance engagement of undergraduate students in ERP courses.
EDUCATION AND INFORMATION TECHNOLOGIES
(2021)
Article
Education & Educational Research
Zhihui Zhang, Jenifer Crawford
Summary: This study investigates the motivation of EFL learners in a gamified formative assessment. The findings suggest that gamification enhances learners' internalization, engagement, and language proficiency.
EDUCATION AND INFORMATION TECHNOLOGIES
(2023)
Article
Computer Science, Interdisciplinary Applications
Serkan Gurkan, Harun Cigdem
Summary: Previous research has shown successful results in using online tools to improve students' academic achievement, particularly in the use of online formative quizzes. However, little research has been done on the effects of weekly formative online exams on students' academic achievement, specifically in engineering courses. This study aimed to investigate whether the method of weekly quiz application had an effect on engineering students' academic achievement. The results showed that the experimental group, who used online quizzes on the Course Portal, had significantly better academic achievement than the control group who solved quizzes on paper. These findings suggest that weekly online exams have a significant impact on students' academic achievement.
COMPUTER APPLICATIONS IN ENGINEERING EDUCATION
(2022)
Article
Education & Educational Research
Zamzami Zainuddin, Ratna Farida, Cut Muftia Keumala, Rudi Kurniawan, Hadi Iskandar
Summary: This study demonstrates the effectiveness of gamification flip learning in enhancing learning engagement, especially during times of crisis such as the pandemic. The combination of online flipped and gamification techniques can stimulate student engagement and emotional connection, which is crucial for inspiring learners to participate actively in their studies.
INTERACTIVE TECHNOLOGY AND SMART EDUCATION
(2022)
Article
Health Care Sciences & Services
Hussein Haruna, Kingsley Okoye, Zamzami Zainuddin, Xiao Hu, Samuel Chu, Samira Hosseini
Summary: The study demonstrates that digital gamified methodologies are more effective in improving sexual health education among adolescents than traditional teaching methods. Students using gamified approaches showed increased motivation, attitude, and participation in learning.
JMIR SERIOUS GAMES
(2021)
Article
Engineering, Industrial
Murad Ali, Muhammad Shujahat, Zulfiqar Ali, Aino Kianto, Minhong Wang, Nick Bontis
Summary: Organizational ambidexterity is a strategic challenge for contemporary organizations that involves the simultaneous pursuit of exploitative and explorative learning. Depending on the form adopted, these activities can be carried out asynchronously or synchronously. Social and organizational capital are central to pursuing exploration, exploitation, and ambidexterity directly, while human capital plays a significant role in supporting other types of knowledge assets. Social capital also plays a dual role in supporting organizational capital and being central in the pursuit of ambidexterity outcomes.
Article
Education & Educational Research
Shen Qiao, Susanna Siu-sze Yeung, Zamzami Zainuddin, Davy Tsz Kit Ng, Samuel Kai Wah Chu
Summary: This study explores the effects of non-digital gamification and mixed gamification on student learning achievement, cognitive engagement, and course satisfaction. The results show that both approaches have a similar impact on improving student learning achievement. While non-digital gamification enhances students' course satisfaction, mixed gamification is more effective in improving students' cognitive engagement.
BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY
(2023)
Article
Education & Educational Research
Yin Zhang, Samuel Kai Wah Chu, Xuyan Qiu, Zamzami Zainuddin, Xiuhan Li
Summary: This study addresses the issue of plagiarism among undergraduate students in academic writing through a blended learning scenario, resulting in improved understanding and writing skills.
INNOVATIONS IN EDUCATION AND TEACHING INTERNATIONAL
(2022)
Article
Education & Educational Research
Zamzami Zainuddin, Amru Alba, Taufik Gunawan, Dicky Armanda, Ana Zahara
Summary: This study aims to construct a scale to assess the factors affecting the implementation of gamification and Bloom's Digital Taxonomy-based assessment in students' learning. Four major themes were identified through qualitative data analysis: learning engagements, understandable learning goals, friendly competitions, and interactive learning feedback. A scale with 32 items was developed based on these themes. The scale's factor structure was evaluated using quantitative data analysis, which resulted in a final version with 29 items. The scale is expected to inform future research and guide educators in incorporating contemporary digital pedagogies.
INTERACTIVE TECHNOLOGY AND SMART EDUCATION
(2023)
Article
Education & Educational Research
Jiang Na, Corinne Jacqueline Perera, Zamzami Zainuddin
Summary: This article outlines China's trajectory in higher education and its strategy in creating a smart e-learning environment. The study examines students' readiness toward the newly implemented e-learning platform and finds that qualitative interviews provide more nuanced insights into students' perspectives.
AUSTRALASIAN JOURNAL OF EDUCATIONAL TECHNOLOGY
(2023)
Article
Education & Educational Research
Zamzami Zainuddin
Summary: Assessing the impact of gamification-based quiz instruction on online learning during the COVID-19 pandemic, this study finds that gamified quizzes increase student enthusiasm and improve learning outcomes. The use of easy-to-use media for weekly gamification-based formative assessments significantly boosts student engagement, critical and creative thinking, and information literacy.
ASIA PACIFIC EDUCATION REVIEW
(2023)
Review
Education & Educational Research
Kai Guo, Yuchun Zhong, Zamzami Zainuddin, Samuel Kai Wah Chu
Summary: Given the importance of writing in academic and workplace settings, teachers are exploring ways to enhance students' writing skills. The use of games or elements of games has gained attention in language education studies. This study summarizes empirical evidence on using game-related approaches to teach writing, revealing the types of games used, the incorporation of game elements, and the modes of participation.
EDUCATION AND INFORMATION TECHNOLOGIES
(2023)
Article
Education & Educational Research
Zamzami Zainuddin, Rasyidin Rasyidin, Zanzibar Zanzibar, Fidhia Aruni, Nurmasyahyati Nurmasyahyati
Summary: This study examines how the concept of gamification is applied to adult learners in an online class during the COVID-19 pandemic and its impact on learning performance and motivation. The findings suggest that gamification increases student enthusiasm and interest, leading to improved learning outcomes. The study contributes to the literature by discussing Knowles' andragogical principle from the perspective of gamification.
JOURNAL OF APPLIED RESEARCH IN HIGHER EDUCATION
(2023)
Article
Education & Educational Research
Hussein Haruna, Zamzami Zainuddin, Kingsley Okoye, Robin R. Mellecker, Xiao Hu, Samuel Kai Wah Chu, Samira Hosseini
Summary: This study evaluates the effect of game mechanics on improving learning outcomes through the use of serious games and gamification. The results show that the interventions led to improved learning outcomes, with serious games and gamification outperforming conventional training. The study suggests that employing a combination of game elements can serve as a recipe for interactive learning and improve learning outcomes.
INTERACTIVE LEARNING ENVIRONMENTS
(2023)
Article
Education & Educational Research
Xiuhan Li, Yuqin Yang, Samuel Kai Wah Chu, Zamzami Zainuddin, Yin Zhang
Summary: This study proposes an alternative blended teaching and learning approach to address practical challenges faced by university students in pursuing flexible and global learning. Using action research, the effects of blended synchronous teaching and learning were improved, with positive ratings from students.
ASIA PACIFIC JOURNAL OF EDUCATION
(2022)
Article
Computer Science, Interdisciplinary Applications
Elise Ameloot, Tijs Rotsaert, Thomas Ameloot, Bart Rienties, Tammy Schellens
Summary: This study investigates the impact of using learning analytics to support students' autonomy and competence needs in a blended learning environment. The findings show that teachers' adaptation based on learning analytics positively influences students' satisfaction with the adapted learning environment. However, students' basic psychological needs vary depending on the face-to-face workshop subject. The study emphasizes the importance of thoughtful blended learning course design and provides recommendations for effective learning analytics utilization in university settings.
COMPUTERS & EDUCATION
(2024)
Article
Computer Science, Interdisciplinary Applications
Tzu-Chi Yang, Zhi-Shen Lin
Summary: Computational thinking is essential in the current era and learning programming is the most effective way to develop it. Introducing computational thinking and programming at an early age is recommended. Graphic organizers serve as a bridge between students' existing knowledge and new learning, enhancing their learning process. The study found that using graphic organizers improved elementary school students' computational thinking, programming skills, and learning experiences.
COMPUTERS & EDUCATION
(2024)
Article
Computer Science, Interdisciplinary Applications
Yuqin Yang, Kaicheng Yuan, Gaoxia Zhu, Lizhen Jiao
Summary: The study finds that the design of collaborative analytics-enhanced reflective assessment can promote conducive epistemic emotions to knowledge building among undergraduates, and enriches our understanding of the relationships between metacognition, epistemic emotions, and knowledge building practices.
COMPUTERS & EDUCATION
(2024)
Article
Computer Science, Interdisciplinary Applications
Vishal Kiran Kuvar, Jeremy N. Bailenson, Caitlin Mills
Summary: Recent research suggests that students' minds often wander off-task during learning, regardless of the learning modality. This study explores the potential of virtual reality (VR) to reduce task-unrelated thoughts (TUT) and finds that learning with VR leads to lower TUT and better performance.
COMPUTERS & EDUCATION
(2024)
Article
Computer Science, Interdisciplinary Applications
Yiming Liu, Jeremy Tzi Dong Ng, Xiao Hu, Zhengyang Ma, Xiaoyan Lai
Summary: This study examines teachers' usage intention and behavior towards the Game Learning Analytics (GLA) system in K-12 classrooms. The study found that personal, environmental, and technological factors influenced teachers' intention and behavior, and that technostress moderated the intention-behavior relationship. The study also identified the heterogeneity of GLA usage among teachers with different individual characteristics.
COMPUTERS & EDUCATION
(2024)
Article
Computer Science, Interdisciplinary Applications
Romina Cachia, Artur Pokropek, Nikoleta Giannoutsou
Summary: This article introduces a shortened version of the European Commission's SELFIE tool for measuring the digital capacity of schools. Two shorter measurement instruments, called midi-SELFIE and mini-SELFIE, are proposed based on the original tool. The validity and uses of these shortened versions are explored through various cases and compared to the complete instrument. The results suggest that the shortened versions of SELFIE are reliable alternatives for specific purposes.
COMPUTERS & EDUCATION
(2024)