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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-w

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

Effects of Manipulative Game-Based Learning on Students’ achievement in Chemistry | Alipato: A


Journal of Basic Education. (n.d.). https://www.journals.upd.edu.ph/index.php/ali/article/view/8573
4. 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

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

7. RONADANE N LIWANAG (2021) Development of a Gamification Blueprint for Teaching Chemistry in


Junior High School. (n.d.). https://www.researchgate.net/profile/Ronadane-Liwanag/publication/
361331582_Development_of_a_Gamification_Blueprint_for_Teaching_Chemistry_in_Junior_High_Scho
ol/links/62ab0c0a40d84c1401ad8688/Development-of-a-Gamification-Blueprint-for-Teaching-
Chemistry-in-Junior-High-School.pdf.
https://www.researchgate.net/profile/Ronadane-Liwanag/publication/
361331582_Development_of_a_Gamification_Blueprint_for_Teaching_Chemistry_in_Junior_High_Scho
ol/links/62ab0c0a40d84c1401ad8688/Development-of-a-Gamification-Blueprint-for-Teaching-
Chemistry-in-Junior-High-School.pdf

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

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