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Gamified learning in higher education: A systematic review of the literature
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“In mathematics, incorporating game elements into the curriculum can create more dynamic and interactive experiences, motivating students to participate more actively (Sailer & Homner, 2020;Subhash & Cudney, 2018).”
From Gamification on Mathematics Engagement and Motivation in Secondary School and Higher Education: A Systematic Review and Meta-Analysis (2026) · cites this paper as Subhash & Cudney, 2018
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Metadata
- Authors
- Subhash, S., & Cudney, E. A.
- Affiliations
- Missouri University of Science and Technology (US)
- Corresponding author
- Cudney, Elizabeth A.
- ORCID
- Cudney, Elizabeth A.
- Venue
- Computers in Human Behavior
- Publisher
- Elsevier BV
- Published
- 2018-10
- Volume
- 87
- Pages
- 192-206
- ISSN
- 0747-5632 (ISSN-L)
- OpenAlex
- W2804871124
- Cited by
- 1,043
- References
- 58
- Citations by year
- 2026: 211 · 2025: 189 · 2024: 138 · 2023: 139 · 2022: 125 · 2021: 108 · 2020: 96 · 2019: 31 · 2018: 5
- FWCI
- 11.51
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Computers in Human Behavior (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Physical Sciences › Computer Science › Computer Science Applications › Online Learning and Analytics
- Keywords
- gamification, game-based learning, higher education, game elements, student engagement, student motivation, digital learning environments, educational technology
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