4. Βιβλιογραφία
ΒΙΒΛΙΟΓΡΑΦΙΑ
Antonaci, A., Klemke, R., & Specht, M. (2019, August). The effects of gamification in online learning environments: A systematic literature review. In Informatics (Vol. 6, No. 3, p. 32). MDPI.
Barua, A. M., & Bharali, S. S. (2023). Gamification and its challenges in e-learning: a case study of computer science learners in KKHSOU. Asian Association of Open Universities Journal, 18(3), 233-245.
Fonseca, I., Caviedes, M., Chantré, J., & Bernate, J. (2023). Gamification and game-based learning as cooperative learning tools: A systematic review. International Journal of Emerging Technologies in Learning (iJET), 18(21), 4-23.
Hong, Y., Saab, N., & Admiraal, W. (2024). Approaches and game elements used to tailor digital gamification for learning: A systematic literature review. Computers & Education, 212, 105000.
Khaldi, A., Bouzidi, R., & Nader, F. (2023). Gamification of e-learning in higher education: a systematic literature review. Smart Learning Environments, 10(1), 10.
Mendonça, M., Palácios, R. H. C., Chrun, I. R., de Mello, D. E., Agonilha, H. C., Papageorgiou, E., & Papageorgiou, K. Initial Experiments using Game-based Learning Applied in a Classical Knowledge Robotics in In-Person and Distance Learning Classroom.
Pesare, E., Roselli, T., Corriero, N., & Rossano, V. (2016). Game-based learning and gamification to promote engagement and motivation in medical learning contexts. Smart Learning Environments, 3(1), 5.
Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in human behavior, 87, 192-206.
Yu, Q., Yu, K., & Li, B. (2024). Can gamification enhance online learning? Evidence from a meta-analysis. Education and Information Technologies, 29(4), 4055-4083.
Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational research review, 30, 100326.
