2017
DOI: 10.1007/s10639-017-9622-1
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Use of digital game based learning and gamification in secondary school science: The effect on student engagement, learning and gender difference

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Cited by 140 publications
(124 citation statements)
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“…According to Khan, Ahmad, and Malik [22] (pp. 2769-2770), gamification refers to the practice of "adding game design elements e.g., feedback, challenge, points to a non-gaming environment to promote active learning in conventional classrooms, increase student engagement and motivation, and help in achieving certain learning outcomes".…”
Section: Gamification and Eementioning
confidence: 99%
“…According to Khan, Ahmad, and Malik [22] (pp. 2769-2770), gamification refers to the practice of "adding game design elements e.g., feedback, challenge, points to a non-gaming environment to promote active learning in conventional classrooms, increase student engagement and motivation, and help in achieving certain learning outcomes".…”
Section: Gamification and Eementioning
confidence: 99%
“…Kim (2015) notes that gamifying something does not make it automatically engaging -there needs to be enough value in the concept to want people to participate and play along. Gamification also has the potential to limit the learning time that participants have (Khan, Ahmad, and Malik 2017). Using competitive situations to learn can take the focus off learning, and more onto completing the task as quickly as possible to win overall.…”
Section: (Page Number Not For Citation Purpose)mentioning
confidence: 99%
“…Previous studies have shown increased understanding and excitement when students play modern board games while teaching (Khan et al, 2017). Research has shown that the use of various board games has contributed to student learning.…”
Section: Introductionmentioning
confidence: 99%