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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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Ayatulloh Michael Musyaffi; Mario Colega Oli; Mely Mentari; Bambang Afriadi – Journal of Education and Learning (EduLearn), 2025
Entrepreneurship education is growing because of innovative technologies such as artificial intelligence (AI)-based business simulation and gamification. However, there are different responses to gamification-based learning. This study aims to identify the factors that influence learning in gamified business simulation using the self-determination…
Descriptors: Gamification, Entrepreneurship, Business Education, Student Motivation
Rosalyn Kelson Richards – ProQuest LLC, 2021
Many researchers have observed that gamified mixed reality learning environments (gMRLEs) can increase learner engagement, motivation, knowledge acquisition, and critical thinking. However, there is no consensus on strategies and methods for designing gMRLEs. The purpose of this qualitative Delphi study was to identify best practices in designing…
Descriptors: Best Practices, Gamification, Game Based Learning, Computer Simulation