Gamification and Advanced Technology to Enhance Motivation in Education


English[eng]


gamification||active methodologies||secondary education||evaluation rubric||evaluation criteria||Thomas W. Malone||game||design||Sebastian Deterding||Nick Pelling||learning by doing||serious games||game design||human computer-interaction||HCI education||entrepreneurship education||FLIGBY||Flow||positive psychology||higher education||MOOC||fun||social networks||virtual learning communities||video games||collaborative learning||education||teacher||attitudes||primary education||technology||ICT||Likert scale||game elements||online learning||MOOCs||empirical studies||systematic literature review||university||serious video games||game-based learning||professors||video games design||knowledge||skills training||digital technologies||automated learning||serious game||usability||game engagement||virtual reality||rubric||capability approach||capacity building||enabling tools||mental images||motivation