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References.pdf

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DataCite Commons2025-06-16 更新2025-09-08 收录
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<b><i>Gamification is now a necessary instrument for increasing higher education student enthusiasm and involvement. This work investigates how gamification affects educational environments, especially with an eye on their capacity to raise student drive. Examining gamification elements—such as points, badges, and leaderboards—and student engagement using systematic literature reviews from studies published between 2012 and 2025 following the PRISMA protocol. Literature searches were conducted in the Scopus database. From the initial search results, 1,794 articles were obtained with empirical studies or theoretical reviews relevant to higher education, and with a primary focus on the application of gamification and student motivation, 25 articles were selected for further analysis. According to the study, gamification boosts learning results, intrinsic drive, and active involvement while also improving Still, issues include juggling intrinsic and extrinsic drive and catering to students' various learning preferences remain important. Furthermore, the long-term viability of gamification components raises questions that need ongoing adaptation and creativity. Recommendations for next gamification research, including the investigation of adaptive and personalized systems and the assessment of its long-term consequences, finish the study. The results imply that even if gamification can greatly improve learning opportunities, consistent student motivation and engagement depend on careful design and continuous modifications. </i></b>
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figshare
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2025-06-16
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