2021
DOI: 10.1007/s13204-021-01909-1
|View full text |Cite|
|
Sign up to set email alerts
|

RETRACTED ARTICLE: A framework for adopting gamified learning systems in smart schools during COVID-19

Abstract: The outbreak of COVID 19 has increased the anxiety and stress among teachers and students. This has increased the need for gamified learning systems (GLS) to make the educational process more attractive and increase the engagement as well as the participation of all stakeholders. The use of GLS in teaching and learning has not been deployed effectively in the educational systems in developing countries. The purpose of this study was to examine the predictors of using GLS in Iraqi smart schools. Building on the… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
2
0

Year Published

2022
2022
2023
2023

Publication Types

Select...
4

Relationship

0
4

Authors

Journals

citations
Cited by 4 publications
(2 citation statements)
references
References 88 publications
0
2
0
Order By: Relevance
“…Gamification is a contemporary novel field of educational science (Gentry et al, 2019; Rodrigues et al, 2019), comprising in the development of game physical characteristics in non‐game contexts, and teaching‐learning sessions for the purpose of knowledge acquisition (Alsamawi & Kurnaz, 2021). The evidence for gamification in a broader educational setting is increasing (Dichev & Dicheva, 2017; Smiderle et al, 2020), and the idea is gaining momentum in the medical education field (Nevin et al, 2014; Ohn & Ohn, 2020) Using the Medical Education Research Study Quality Instrument (MERSQI) scale, a recent systematic review found modest support for the use of serious games with an educational aim as an addition to conventional techniques (Gorbanev et al, 2018).…”
Section: Introductionmentioning
confidence: 99%
“…Gamification is a contemporary novel field of educational science (Gentry et al, 2019; Rodrigues et al, 2019), comprising in the development of game physical characteristics in non‐game contexts, and teaching‐learning sessions for the purpose of knowledge acquisition (Alsamawi & Kurnaz, 2021). The evidence for gamification in a broader educational setting is increasing (Dichev & Dicheva, 2017; Smiderle et al, 2020), and the idea is gaining momentum in the medical education field (Nevin et al, 2014; Ohn & Ohn, 2020) Using the Medical Education Research Study Quality Instrument (MERSQI) scale, a recent systematic review found modest support for the use of serious games with an educational aim as an addition to conventional techniques (Gorbanev et al, 2018).…”
Section: Introductionmentioning
confidence: 99%
“…In the same way, the TOE framework is recommended for analysis of the relevant characteristics when using Internet technologies and adopting IS [51,53]. As TOE and UTAUT focus at different levels (organizational and individual), investigations based on such theories may only provide limited information [54,55].…”
Section: B Integrative Model For Is Adoptionmentioning
confidence: 99%