[email protected] | |
3275638434 | |
Paper Publishing WeChat |
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License
Nymfodora-Maria Raftopoulou, Petros L. Pallis
Full-Text PDF XML 941 Views
DOI:10.17265/2159-5526/2023.01.004
EDISINET S.A., Thessaloniki; Athens University of Economics and Business, Athens, Greece; University of Piraeus, Piraeus, Greece
gamified education, learner-centered, inclusion, social sustainability, innovation
Nymfodora-Maria Raftopoulou, Petros L. Pallis. Formulating Innovative Societal Educational Learning Systems Using Gamification Techniques in 3D Environments. Sociology Study, Jan.-Feb. 2023, Vol. 13, No. 1, 25-37
Anderson, K. (2019). Game-based learning is changing how we teach. Here’s why. Retrieved from https://www.edsurge.com/news/2019-02-04-game-basedlearning-is-changing-how-we-teach-here-s-why
Basham, J. D., Hall, T. E., Carter Jr., R. A., & Stahl, W. M. (2016). An operationalized understanding of personalized learning. Journal of Special Education Technology, 31(3), 126-136.
Caballero-Gonzalez, Y.-A., Muñoz-Repiso, A. G.-V., & García-Holgado, A. (2019). Learning computational thinking and social skills development in young children through problem solving with educational robotics. In TEEM’19: Proceedings of the Seventh International Conference on Technological Ecosystems for Enhancing Multiculturality (pp. 19-23).
EdSurge. (2023). Game-based learning: Preparing students for the future. Retrieved from https://www.edsurge.com/research/guides/game-based-learning-preparing-students-for-the-future
Farber, R. S. (2013). Distance education and teaching online: My journey from mystery to mastery. Occupational Therapy in Health Care, 27(3), 272-279.
Gatti, L., Ulrich, M., & Seele, P. (2019). Education for sustainable development through business simulation games: An exploratory study of sustainability gamification and its effects on students’ learning outcomes. Journal of Cleaner Production, 207(3), 667-678.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?—A literature review of empirical studies on gamification. Proceedings from 47th Hawaii International Conference on System Sciences. January 6-9, Waikoloa, HI, USA.
Hamzah, W. M. A. F. W., Ali, N. H., Saman, M. Y. M., Yusoff, M. H., & Yacob, A. (2014). Enhancement of the ARCS model for gamification of learning. Proceedings from 3rd International Conference on User Science and Engineering (i-USEr). September 2-5, Shah Alam, Malaysia.
Kapp, K. M. (2016). Choose your level: Using games and gamification to create personalized instruction. In M. Murphy, S. Redding, and J. S. Twyman (Eds.), Handbook on personalized learning for states, districts, and schools (pp. 131-143). Philadelphia, PA: Center on Innovations in Learning, Temple University.
Keller, J. (2000). How to integrate learner motivation planning into lesson planning: The ARCS model approach. Proceedings from VII Semanario. February 2000, Santiago, Cuba.
Kingsley, T. L., & Grabner-Hagen, M. M. (2015). Gamification: Questing to integrate content knowledge, literacy, and 21st-century learning. Journal of Adolescent & Adult Literacy, 59(1), 51-61.
Lee, J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 1-5.
MAPLE Consortium. (2023). The elements of personalized learning. Retrieved from https://learnlaunch.org/personalizedlearning/
Noonoo, S. (2019). Playing games can build 21st-century skills. Research explains how. Retrieved from https://www.edsurge.com/news/2019-02-12-playinggames-can-build-21st-century-skills-research-explains-how
Park, S., & Kim, S. (2021). Is sustainable online learning possible with gamification?—The effect of gamified online learning on student learning. Sustainability, 13(8), 4267.
Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345-353.
Spanellis, A., & Harviainen, J. T. (Eds.). (2021). Transforming society and organizations through gamification. From the sustainable development goals to inclusive workplaces. Palgrave Macmillan Cham.