2019
DOI: 10.1007/978-3-030-22602-2_30
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Gamification in Mobile Application Development Education

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Cited by 6 publications
(3 citation statements)
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References 15 publications
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“…Gamified techniques were found to promote student engagement (Beça et al, 2020;Costello, 2020;Emblen-Perry, 2018;Hookham & Nesbitt, 2019;Luca et al, 2015;Marston & Hall, 2016;Orwin, Kist, Maxwell, & Maiti, 2015;Pechenkina et al, 2017;Rojas-López et al, 2019;Salute, 2015;Simões, Redondo, & Vilas, 2015;Sliwinska, 2019;Mathupayas Thongmak, 2018). Further, gamification elements were also found to improve user satisfaction levels through entertainment (Gui, Zhao, & Hoyt, 2019;Khaleel, Ashaari, Wook, & Ismail, 2015). Within this cluster, several studies were found to have paid attention to the game design features and process when teaching through gamified elements (Bell, 2018;Bharathi, 2015;Campbell, 2016;Gocheva et al, 2020;Gomes, de Brito, Tives, Fagundes, & Canedo, 2020;Hansen, Oliveira, & Costa, 2015;Koivisto, 2017;Mårell-Olsson, 2019;Mavroeidi, Kitsiou, & Kalloniatis, 2019;Parjanen & Hyypiä, 2019;Reiners et al, 2015;Thumlert, Castell, & Jenson, 2018;Troiano et al, 2020;X.…”
Section: Cluster 4: Learner Outcomesmentioning
confidence: 99%
“…Gamified techniques were found to promote student engagement (Beça et al, 2020;Costello, 2020;Emblen-Perry, 2018;Hookham & Nesbitt, 2019;Luca et al, 2015;Marston & Hall, 2016;Orwin, Kist, Maxwell, & Maiti, 2015;Pechenkina et al, 2017;Rojas-López et al, 2019;Salute, 2015;Simões, Redondo, & Vilas, 2015;Sliwinska, 2019;Mathupayas Thongmak, 2018). Further, gamification elements were also found to improve user satisfaction levels through entertainment (Gui, Zhao, & Hoyt, 2019;Khaleel, Ashaari, Wook, & Ismail, 2015). Within this cluster, several studies were found to have paid attention to the game design features and process when teaching through gamified elements (Bell, 2018;Bharathi, 2015;Campbell, 2016;Gocheva et al, 2020;Gomes, de Brito, Tives, Fagundes, & Canedo, 2020;Hansen, Oliveira, & Costa, 2015;Koivisto, 2017;Mårell-Olsson, 2019;Mavroeidi, Kitsiou, & Kalloniatis, 2019;Parjanen & Hyypiä, 2019;Reiners et al, 2015;Thumlert, Castell, & Jenson, 2018;Troiano et al, 2020;X.…”
Section: Cluster 4: Learner Outcomesmentioning
confidence: 99%
“…Moreover, gamification offers several educational advantages [9,10]. For example, increased engagement and interest have been documented across all levels of education [11].…”
Section: Introductionmentioning
confidence: 99%
“…Today, websites have been created to help create mobile applications (https://habr.com), and news agencies publish statistics on their use (Арр Annie, 2013;Sydow, 2013). The study of the problems of the implementation and functioning of mobile applications is carried out by scientists from around the world, among which are works of Golitsyna (2015), Gui, Zhao, and Hoyt (2019), Hermes (2015), Mukherjea (2016), Panhale (2016), Kim and Ryu (2015), de Souza and de Aquino Jr (2014), Zobova, Moreva, and Yakovleva (2017), Zubkova (2016) and others.…”
Section: Introductionmentioning
confidence: 99%