
These findings are in line with those reported by Hamari and colleagues (2014), who provide an overview of the rapid increase taking place in the publication of academic writings dealing with the …
There is also a large body of literature on the benefits of incorporating gaming in all levels of education. A meta-analysis of academic literature has shown significant positive effects on cognitive, …
Research suggest that gamification can play a positive role in promoting cognitive and emotional effects, and has been found to enhance problem solving and special skills (Cooper 2014; Granic, Lobel, and …
This review aims to explore the existing scientific evidence and analyze the effectiveness of incorporating digital games as a learning tool in biology education. The research methodology was a …
Evaluating the Effect of Gamification-Based Approach in...
Jul 23, 2025 · Data collected were analyzed using descriptive and inferential statistics. The results showed that the gamification-based approach significantly improved student understanding of …
Gamification in Science Education. A Systematic Review of the ... - MDPI
This review reveals the latest emerging trends of gamification in science education while revealing the literature gap, challenges, impediments, and extending the possibilities for future research directions.
Gamification of Education: A Review of Literature - Springer
We synthesized the literature on gamification of education by conducting a review of the literature on gamification in the educational and learning context. Based on our review, we identified several …
Impact of gamification on school engagement: a systematic review
Dec 6, 2024 · Gamification is presented as an innovative strategy in the field of education because using game design elements can engage students in the learning process. This systematic review sought …
Gaming for the Education of Biology in High Schools
Apr 3, 2024 · This entry paper delves into the potential of incorporating gaming elements into high school Biology education in order to capture and retain student interest in complex biological concepts.
The Gamification of Elementary School Biology: A Case Study on ...
game was tested with two groups of pupils (in average 11 years old). Pupils in the experimental group took part in outdoor classes and played the "Which plant am I?" game. Pupils of the control group …