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Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. International Journal of Information and Learning Technolog_y, _35(1), 56-79.
An, Y. (2020). Designing effective gamified learning experiences. International Journal of Technology in Education, 3(2), 62-69.
Armier Jr, D. D., Shepherd, C. E., & Skrabut, S. (2016). Using game elements to increase student engagement in course assignments. College Teaching, 64(2), 64-72.
Bareicheva, M., Stepanova, N., Bochkov, P., & Davy, Y. (2019). Using games to develop personal skills required for strategic decision making. European Conference on Game-based Learning.
Bezzina, S. (2019). Games, design and assessment: How game designers are doing it right. European Conference on Games Based Learning. Academic Conferences International Limited.
Biyun Huang, & Khe Foon Hew. (2021). Using gamification to design courses: Lessons learned in a three-year design-based study. Journal of Educational Technology & Society, 24(1), 44-63.
Boghian, I., Cojocariu, V. M., Popescu, C. V., & Maţӑ, L. (2019). Game-based learning - Using board games in adult education. Journal of Educational Sciences and Psychology, 9(1).
Braad, E., Degens, N., & Ijsselsteijn, W. (2019). Towards a framework for metacognition in game-based learning. Proceedings of the 13th International Conference on Game Based Learning, ECGBL.
Buckley, J., Dewille, T., Exton, C., Exton, G., & Murray, L. (2018). A gamification-motivation design framework for educational software developers. Journal of Educational Technology Systems, 47(1), 101-127.
Chang, J. W., & Wei, H. Y. (2016). Exploring engaging gamification mechanics in massive online open courses. Educational Technology & Society, 19(2), 177-203.
Eseryel, Deniz & Law, Victor & Ifenthaler, Dirk & Ge, Xun & Miller, Raymond. (2014). An investigation of the interrelationships between motivation, engagement, and complex problem solving in game-based learning. Educational Technology & Society,17(1), 42-53.
Hung, A. C. Y. (2017). A critique and defense of gamification. Journal of Interactive Online Learning, 15(1), 57-72.
Kim, T., & Werbach, K. (2016). More than just a game: Ethical issues in gamification. Ethics and Information Technology, 18(2), 157-173.
Liu, Z.Y., Shaikh, Z. & Gazizova, F. (2020). Using the Concept of Game-Based Learning in Education. International Journal of Emerging Technologies in Learning (iJET), 15(14), 53-64.
Meşe, C., & Dursun, Ö.Ö. (2019). Effectiveness of gamification elements in blended learning environments. The Turkish Online Journal of Distance Education, 20(3), 119-142.
Poondej, C. & Lerdpornkulrat, T. (2019). Gamification in e-learning: A Moodle implementation and its effect on student engagement and performance. Interactive Technology and Smart Education, 17(1), 56-66.
Toth, Áron & Logo, Peter & Emma, Logo. (2019). The effect of the kahoot quiz on the student's results in the exam. Periodica Polytechnica Social and Management Sciences, 27(2), 173-179.
Westera, W. (2019). Why and how serious games can become far more effective: Accommodating productive learning experiences, learner motivation and the monitoring of learning gains. Journal of Educational Technology & Society, 22(1), 59- 69.