{"id":101,"date":"2025-12-29T18:52:47","date_gmt":"2025-12-29T15:52:47","guid":{"rendered":"https:\/\/blogs.e-me-4all.eu\/apatsopo\/?page_id=101"},"modified":"2025-12-29T18:52:47","modified_gmt":"2025-12-29T15:52:47","slug":"4-%ce%b2%ce%b9%ce%b2%ce%bb%ce%b9%ce%bf%ce%b3%cf%81%ce%b1%cf%86%ce%af%ce%b1","status":"publish","type":"page","link":"https:\/\/blogs.e-me-4all.eu\/apatsopo\/4-%ce%b2%ce%b9%ce%b2%ce%bb%ce%b9%ce%bf%ce%b3%cf%81%ce%b1%cf%86%ce%af%ce%b1\/","title":{"rendered":"4. \u0392\u03b9\u03b2\u03bb\u03b9\u03bf\u03b3\u03c1\u03b1\u03c6\u03af\u03b1"},"content":{"rendered":"<p><strong><u>\u0392\u0399\u0392\u039b\u0399\u039f\u0393\u03a1\u0391\u03a6\u0399\u0391<\/u><\/strong><\/p>\n<p><span style=\"font-family: 'comic sans ms', sans-serif;font-size: 10pt\">Antonaci, A., Klemke, R., &amp; Specht, M. (2019, August). The effects of gamification in online learning environments: A systematic literature review. In\u00a0<em>Informatics<\/em>\u00a0(Vol. 6, No. 3, p. 32). MDPI.<\/span><\/p>\n<p><span style=\"font-family: 'comic sans ms', sans-serif;font-size: 10pt\">Barua, A. M., &amp; Bharali, S. S. (2023). Gamification and its challenges in e-learning: a case study of computer science learners in KKHSOU.\u00a0<em>Asian Association of Open Universities Journal<\/em>,\u00a0<em>18<\/em>(3), 233-245.<\/span><\/p>\n<p><span style=\"font-family: 'comic sans ms', sans-serif;font-size: 10pt\">Fonseca, I., Caviedes, M., Chantr\u00e9, J., &amp; Bernate, J. (2023). Gamification and game-based learning as cooperative learning tools: A systematic review.\u00a0<em>International Journal of Emerging Technologies in Learning (iJET)<\/em>,\u00a0<em>18<\/em>(21), 4-23.<\/span><\/p>\n<p><span style=\"font-family: 'comic sans ms', sans-serif;font-size: 10pt\">Hong, Y., Saab, N., &amp; Admiraal, W. (2024). Approaches and game elements used to tailor digital gamification for learning: A systematic literature review.\u00a0<em>Computers &amp; Education<\/em>,\u00a0<em>212<\/em>, 105000.<\/span><\/p>\n<p><span style=\"font-family: 'comic sans ms', sans-serif;font-size: 10pt\">Khaldi, A., Bouzidi, R., &amp; Nader, F. (2023). Gamification of e-learning in higher education: a systematic literature review.\u00a0<em>Smart Learning Environments<\/em>,\u00a0<em>10<\/em>(1), 10.<\/span><\/p>\n<p><span style=\"font-family: 'comic sans ms', sans-serif;font-size: 10pt\">Mendon\u00e7a, M., Pal\u00e1cios, R. H. C., Chrun, I. R., de Mello, D. E., Agonilha, H. C., Papageorgiou, E., &amp; Papageorgiou, K. Initial Experiments using Game-based Learning Applied in a Classical Knowledge Robotics in In-Person and Distance Learning Classroom.<\/span><\/p>\n<p><span style=\"font-family: 'comic sans ms', sans-serif;font-size: 10pt\">Pesare, E., Roselli, T., Corriero, N., &amp; Rossano, V. (2016). Game-based learning and gamification to promote engagement and motivation in medical learning contexts.\u00a0<em>Smart Learning Environments<\/em>,\u00a0<em>3<\/em>(1), 5.<\/span><\/p>\n<p><span style=\"font-family: 'comic sans ms', sans-serif;font-size: 10pt\">Subhash, S., &amp; Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature.\u00a0<em>Computers in human behavior<\/em>,\u00a0<em>87<\/em>, 192-206.<\/span><\/p>\n<p><span style=\"font-family: 'comic sans ms', sans-serif;font-size: 10pt\">Yu, Q., Yu, K., &amp; Li, B. (2024). Can gamification enhance online learning? Evidence from a meta-analysis.\u00a0<em>Education and Information Technologies<\/em>,\u00a0<em>29<\/em>(4), 4055-4083.<\/span><\/p>\n<p><span style=\"font-family: 'comic sans ms', sans-serif;font-size: 10pt\">Zainuddin, Z., Chu, S. K. W., Shujahat, M., &amp; Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence.\u00a0<em>Educational research review<\/em>,\u00a0<em>30<\/em>, 100326.<\/span><\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>\u0392\u0399\u0392\u039b\u0399\u039f\u0393\u03a1\u0391\u03a6\u0399\u0391 Antonaci, A., Klemke, R., &amp; Specht, M. (2019, August). The effects of gamification in online learning environments: A systematic literature review. In\u00a0Informatics\u00a0(Vol. 6, No. 3, p. 32). MDPI. Barua, A. M., &amp; Bharali, S. S. (2023). Gamification &hellip; <\/p>\n<div class=\"more-link-wrapper\"><a href=\"https:\/\/blogs.e-me-4all.eu\/apatsopo\/4-%ce%b2%ce%b9%ce%b2%ce%bb%ce%b9%ce%bf%ce%b3%cf%81%ce%b1%cf%86%ce%af%ce%b1\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;4. \u0392\u03b9\u03b2\u03bb\u03b9\u03bf\u03b3\u03c1\u03b1\u03c6\u03af\u03b1&#8221;<\/span><\/a><\/div>\n","protected":false},"author":65243,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-101","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/blogs.e-me-4all.eu\/apatsopo\/wp-json\/wp\/v2\/pages\/101","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/blogs.e-me-4all.eu\/apatsopo\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/blogs.e-me-4all.eu\/apatsopo\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/blogs.e-me-4all.eu\/apatsopo\/wp-json\/wp\/v2\/users\/65243"}],"replies":[{"embeddable":true,"href":"https:\/\/blogs.e-me-4all.eu\/apatsopo\/wp-json\/wp\/v2\/comments?post=101"}],"version-history":[{"count":0,"href":"https:\/\/blogs.e-me-4all.eu\/apatsopo\/wp-json\/wp\/v2\/pages\/101\/revisions"}],"wp:attachment":[{"href":"https:\/\/blogs.e-me-4all.eu\/apatsopo\/wp-json\/wp\/v2\/media?parent=101"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}