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1-6 of 6
Keywords: Gamification
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Journal Articles
Journal:
Education + Training
Education + Training (2026) 68 (2): 271–294.
Published: 03 February 2026
... objectives. © Emerald Publishing Limited 2026 Emerald Publishing Limited Licensed re-use rights only Digital educational escape room Social entrepreneurship Teaching competencies DEER design elements Technology in education Gamification Furthermore, similarly to EER, DEER address...
Journal Articles
Journal:
Education + Training
Education + Training 1–24.
Published: 20 October 2025
...Thu-Hang Hoang; Huy Truong Quang; Mohammadreza Akbari; An Duong Purpose As hybrid learning reshapes higher education in Vietnam, educators are turning to gamification to keep students motivated and connected. This study investigates how two types of gamification strategies – the Point-Badge...
Includes: Supplementary data
Journal Articles
Journal:
Education + Training
Education + Training (2024) 66 (2-3): 145–165.
Published: 21 February 2024
... the effectiveness of active learning modules in virtual environments. The need to use active methodologies to engage students in learning is fundamental (Pozo-Sánchez et al., 2022), involving the active participation of students through problem solving, case studies, gamification and other methods...
Journal Articles
Journal:
Education + Training
Education + Training (2023) 65 (3): 416–432.
Published: 25 April 2023
...Roisin M. Lyons; Grace Fox; Simon Stephens Purpose In an effort to enhance the student experience and achieve complex learning outcomes the use of gamification in higher education is increasing. Using two case studies, this paper explores the efficacy of two discrete inclusions of gamification...
Journal Articles
Journal:
Education + Training
Education + Training (2023) 65 (2): 298–311.
Published: 05 September 2022
... application per week with the whole group to augment explanations and solve doubts and two hours of face-to-face interaction to work cooperatively in small groups of 4–5 students per week. During these practical lessons, the students completed exercises, research reports, oral presentations and a gamification...
Journal Articles
Journal:
Education + Training
Education + Training (2021) 63 (9): 1346–1375.
Published: 04 October 2021
...Yung-Ming Cheng Purpose The purpose of this study is to propose an integrated post-adoption model based on expectation-confirmation model (ECM) and flow theory to examine whether gamification and interface design aesthetics as antecedents to students' beliefs can affect their continuance intention...
