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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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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