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Noemi Honorato; Aiganym Soltiyeva; Wilk Oliveira; Saul Emanuel Delabrida; Juho Hamari; Madina Alimanova – Smart Learning Environments, 2024
The education of autistic children presents significant challenges, compelling various educational stakeholders to seek solutions that can enhance teaching and learning experiences for these individuals. Among the most promising strategies are gameful approaches, including gamification, card games, and simulators. Despite recent efforts,…
Descriptors: Autism Spectrum Disorders, Students with Disabilities, Gamification, Educational Games
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Ainur Issabek; Wilk Oliveira; Juho Hamari; Andrey Bogdanchikov – Smart Learning Environments, 2025
In recent years, gamification gained widespread adoption in education aiming to increase students' positive experiences (e.g., motivation, engagement, and flow state). However, the results of using gamification in education are still contradictory, challenging the community to comprehend the influence of individual factors on learners' experiences…
Descriptors: Gamification, Tests, Demography, Attention
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Alexandre Machado; Kamilla Tenório; Mateus Monteiro Santos; Aristoteles Peixoto Barros; Luiz Rodrigues; Rafael Ferreira Mello; Ranilson Paiva; Diego Dermeval – Smart Learning Environments, 2025
Researchers are increasingly interested in enabling teachers to monitor and adapt gamification design in the context of intelligent tutoring systems (ITSs). These contributions rely on teachers' needs and preferences to adjust the gamification design according to student performance. This work extends previous studies on teachers' perception of…
Descriptors: Faculty Workload, Educational Resources, Artificial Intelligence, Technology Uses in Education
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Andreas Marougkas; Christos Troussas; Akrivi Krouska; Cleo Sgouropoulou – Smart Learning Environments, 2025
Virtual Reality has proven to be highly promising within the field of learning. Most VR learning methods do not effectively implement pedagogical models or adapt to the individual's learning style. This research aims to bridge this gap by integrating Fuzzy Cognitive Maps (FCMs), Flow Theory and Gamification within an educational Virtual Reality…
Descriptors: Computer Simulation, Computer Games, Educational Games, Computer Science Education
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Khaldi, Amina; Bouzidi, Rokia; Nader, Fahima – Smart Learning Environments, 2023
In recent years, university teaching methods have evolved and almost all higher education institutions use e-learning platforms to deliver courses and learning activities. However, these digital learning environments present significant dropout and low completion rates. This is primarily due to the lack of student motivation and engagement.…
Descriptors: Gamification, Electronic Learning, Higher Education, Recognition (Achievement)
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Feng, Zeping; Lau, Newman; Zhu, Mengxiao; Liu, Mengru; Refati, Rehe; Huang, Xiao; Lee, Kun-pyo – Smart Learning Environments, 2023
In Mainland China, the sports training process of most players is highly homogenized, the convergence of which makes them ineffectively be identified with their individual and specific profile and difficult for them to play the sports according to their strengths and characteristics. Moreover, existing sports training software does not…
Descriptors: Foreign Countries, Youth, Team Sports, Training
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Ting-Sheng Weng; Ting-Hsuan Lin – Smart Learning Environments, 2024
In computer-based dialogue learning, students' willingness to communicate and ability to interact is one of the important factors. Few studies have examined the testing of mobile metaverse teaching material systems built for interactive communication and learning courses. This study developed and designed course content for a virtual classroom,…
Descriptors: Students, Problem Solving, Gamification, Video Games
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Chen Meng; Mengyuan Zhao; Zilong Pan; Qianqian Pan; Curtis J. Bonk – Smart Learning Environments, 2024
As online learning and teaching are becoming an educational trend, online students' engagement will directly impact the learning and teaching effects and outcomes. A scientific application of gamification in online learning, teaching, and online course design will improve online learners' learning experience and help build a better virtual…
Descriptors: Gamification, Electronic Learning, Learner Engagement, Student Motivation
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Cecilia Latorre-Cosculluela; Verónica Sierra-Sánchez; Sandra Vázquez-Toledo – Smart Learning Environments, 2025
The importance and benefits of teamwork in the university context have been widely recognized in recent decades. However, there is little evidence that analyzes the effects of the combination of collaborative learning strategies and gamification methodologies for the improvement of transversal skills and academic performance. In this sense, in…
Descriptors: College Students, Gamification, Student Attitudes, Cooperative Learning
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Michal Vorlicek; David Prycl; Josef Heidler; Manuel Herrador-Colmenero; Jitka Nabelkova; Josef Mitas; Erica Hinckson; Sandra Mandic; Karel Frömel – Smart Learning Environments, 2024
This study addresses the issue of insufficient physical activity (PA) among youths. The emergence of gamified interventions, such as Gamifiter web portal, offers a novel approach to promoting healthy habits and increasing intrinsic motivation for PA. Gamifiter engages users in virtual challenges linked to daily step counts and progress on a…
Descriptors: Parents, Middle School Students, Grade 7, Foreign Countries