Professional Documents
Culture Documents
Espinosa, J. N., Vaquero-Abellán, M., Perea-Moreno, A., Pedrós-Pérez, G., Martínez-Jiménez, P., &
Aparicio‐Martinez, P. (2022). Gamification as a promoting tool of motivation for creating sustainable
higher education institutions. International Journal of Environmental Research and Public Health, 19(5),
2599. https://doi.org/10.3390/ijerph19052599
Oliveira, R. P., De Souza, C. G., Da Cunha Reis, A., & De Souza, W. M. (2021). Gamification in E-Learning
and Sustainability: A Theoretical framework. Sustainability, 13(21), 11945.
https://doi.org/10.3390/su132111945
Kabilan, M. K., Annamalai, N., & Chuah, K. (2023). Practices, purposes and challenges in integrating
gamification using technology: A mixed-methods study on university academics. Education and
Information Technologies, 28(11), 14249–14281. https://doi.org/10.1007/s10639-023-11723-7
Hassan, A., & Mani, B. U. (2022). Aligning 21st Century Knowledge and Skills with the Outcomes of
Gamification and Game-Based Learning in. . . ResearchGate.
https://www.researchgate.net/publication/365871353_Aligning_21st_Century_Knowledge_and_Skills_
with_the_Outcomes_of_Gamification_and_Game-Based_Learning_in_Tertiary_Education
Malahito, J. a. I., & Quimbo, M. a. T. (2020). Creating G-Class: A gamified learning environment for
freshman students. E-learning and Digital Media, 17(2), 94–110.
https://doi.org/10.1177/2042753019899805
Caballero, L. E., Ferrer, M. M., & Tiria, R. A. (2022). The role of gamification in the academic performance
of junior high school students in language subject. ResearchGate.
https://www.researchgate.net/publication/359864945_The_Role_of_Gamification_in_the_Academic_P
erformance_of_Junior_High_School_Students_in_Language_Subject
5. Kabilan, M. K., Annamalai, N., & Chuah, K. (2023). Practices, purposes and challenges in integrating
gamification using technology: A mixed-methods study on university academics. Education and
Information Technologies, 28(11), 14249–14281. https://doi.org/10.1007/s10639-023-11723-7
8. Malahito, J. a. I., & Quimbo, M. a. T. (2020). Creating G-Class: A gamified learning environment for
freshman students. E-learning and Digital Media, 17(2), 94–110.
https://doi.org/10.1177/2042753019899805
9. Dahalan, F., Alias, N., & Shaharom, M. S. N. (2023b). Gamification and Game Based Learning for
Vocational Education and Training: A Systematic Literature review. Education and Information
Technologies. https://doi.org/10.1007/s10639-022-11548
2. Jessica J Corpuz-Sanchez, Allen E Pasia (2023) Gamified Learning Environment in Improving the
Engagement and Mathematical Problem-Solving Ability of Grade 7 Students. (n.d.).
https://etcor.org/storage/iJOINED/Vol.%20II(3),%20588-603.pdf
3. Caballero, L. E., Ferrer, M. M., & Tiria, R. A. (2022). The role of gamification in the academic
performance of junior high school students in language subject. ResearchGate.
https://www.researchgate.net/publication/359864945_The_Role_of_Gamification_in_the_Academic_P
erformance_of_Junior_High_School_Students_in_Language_Subject
5. Hassan, A., & Mani, B. U. (2022). Aligning 21st Century Knowledge and Skills with the Outcomes of
Gamification and Game-Based Learning in. . . ResearchGate.
https://www.researchgate.net/publication/365871353_Aligning_21st_Century_Knowledge_and_Skills_
with_the_Outcomes_of_Gamification_and_Game-Based_Learning_in_Tertiary_Education