Gamification in Education and Demand for Acquired Skills: A Systematic Review
Abstract
The main focus of the paper is to present a systematic review of research by analyzing the state of gamification in higher education and its connection to labor demand. 80 papers published in high-impact academic journals over the last decade are reviewed. This study contributes to the research by attributing embedded gamification to skills acquired for recruitment purposes. In terms of managerial implications, research findings in the area have encouraged educators to embed gaming elements in their teaching routines to not only increase students' levels of motivation, engagement, and knowledge retention, but also to release into the labor market a sought-after workforce with all the necessary skills. Therefore, this paper demonstrates the effectiveness of the universal learning model, which ensures improvement of learning tasks with a view to training competitive specialists. The results suggest that the skills acquired by students in an educational process with integrated game-based elements tend to be in high demand on the labor market. The novelty of the work lies in the taxonomy of theories and methods in the field related to the acquisition of essential skills.
Downloads
References
Alekseeva L., Azar J., Gine M., Samila S., Taska B. (2021) The Demand for AI Skills in the Labor Market. Labour Economics, vol. 71, August, Article no 102002. https://doi.org/10.1016/j.labeco.2021.102002
Almeida C., Kalinowski M., Uchoa A., Feijo B. (2023) Negative Effects of Gamification in Education Software: Systematic Mapping and Practitioner Perceptions. Information and Software Technology, vol. 156, April, Article no 107142. https://doi.org/10.1016/j.infsof.2022.107142
Alt D., Raichel N. (2020) Enhancing Perceived Digital Literacy Skills and Creative Self-Concept through Gamified Learning Environments: Insights from a Longitudinal Study. International Journal of Educational Research, vol. 101, Article no 101561. https://doi.org/10.1016/j.ijer.2020.101561
Biasutti M. (2017) Flow and Optimal Experience. Neuroscience and Biobehavioral Psychology. https://doi.org/10.1016/B978-0-12-809324-5.06191-5
Bills D., Di Stasio V., Gerxhani K. (2017) The Demand Side of Hiring: Employers in the Labor Market. Annual Review of Sociology, vol. 43, pp. 291–310. https://doi.org/10.1146/annurev-soc-081715-074255
Blokker R., Akkermans J., Tims M., Jansen P., Khapova S. (2019) Building a Sustainable Start: The Role of Career Competencies, Career Success, and Career Shocks in Young Professionals’ Employability. Journal of Vocational Behavior, vol. 112, June, pp. 172–184. https://doi.org/10.1016/j.jvb.2019.02.013
Bonett D., Wright T. (2014) Cronbach’s Alpha Reliability: Interval Estimation, Hypothesis Testing, and Sample Size Planning. Journal of Organizational Behavior, vol. 36, no 1, pp. 3–15. https://doi.org/10.1002/job.1960
Borges S., Durelli V., Reis H., Isotani S. (2014) A Systematic Mapping on Gamification Applied to Education. Proceedings of the 29th Annual ACM Symposium on Applied Computing (Gyeongju, Republic of Korea, 2014, March 24–28), pp. 216–222. https://doi.org/10.1145/2554850.2554956
Borner K., Scrivner O., Gallant M., Ma S., Liu X., Chewning K., Wu L., Evans J. (2018) Skill Discrepancies between Research, Education, and Jobs Reveal the Critical Need to Supply Soft Skills for the Data Economy. Proceedings of the National Academy of Sciences of the United States of America, vol. 115, no 50, pp. 12630–12637. https://doi.org/10.1073/pnas.1804247115
Bovermann K., Bastiaens T.J. (2020) Towards a Motivational Design? Connecting Gamification User Types and Online Learning Activities. Research and Practice in Technology Enhanced Learning, vol. 15, no 1. https://doi.org/10.1186/s41039-019-0121-4
Cappelli P. (2015) Skill Gaps, Skill Shortages, and Skill Mismatches: Evidence and Arguments for the United States. ILR Review, vol. 68, no 2, pp. 251–290. https://doi.org/10.1177/0019793914564961
Cerra P.P., Alvarez H.F., Parra B.B., Cordera P.I. (2022) Effects of Using Game-Based Learning to Improve the Academic Performance and Motivation in Engineering Studies. Journal of Educational Computing Research, vol. 60, no 7, pp. 1663–1687. https://doi.org/10.1177/07356331221074022
Cetin G., Demirciftci T., Bilgihan A. (2016) Meeting Revenue Management Challenges: Knowledge, Skills and Abilities. International Journal of Hospitality Management, vol. 57, August, pp. 132–142. https://doi.org/10.1016/j.ijhm.2016.06.008
Cooper S. (2014) A Framework for Scientific Discovery through Video Games. New York, NY: Association for Computing Machinery and Morgan. https://doi.org/10.1145/2625848
Costales J., Jojer J., Catulay J. (2022) Kaiser—Meyer—Olkin Factor Analysis: A Quantitative Approach on Mobile Gaming Addiction Using Random Forest Classifier. Proceedings of the 6th International Conference on Information System and Data Mining (Silicon Valley, CA, USA, 2022, May 27–29), pp. 18–24. https://doi.org/10.1145/3546157.3546161
De Santo A., Farah J.C., Martinez M.L., Moro A., Bergram K., Purohit A.K., Felber P., Gillet D., Holzer A. (2022) Promoting Computational Thinking Skills in Non-Computer-Science Students: Gamifying Computational Notebooks to Increase Student Engagement. IEEE Transactions on Learning Technologies, vol. 15, no 3, pp. 392–405. https://doi.org/10.1109/TLT.2022.3180588
Dichev C., Dicheva D. (2017) Gamifying Education: What Is Known, What Is Believed and What Remains Uncertain: A Critical Review. International Journal of Educational Technology in Higher Education, vol. 14, no 9. https://doi.org/10.1186/s41239-017-0042-5
Dicheva D., Dichev C., Agre G., Angelova G. (2015) Gamification in Education: A Systematic Mapping Study. Educational Technology & Society, vol. 18, no 3, pp. 75–88. https://doi.org/jeductechsoci.18.3.75
Dindar M., Ren L., Jarvenoja H. (2021) An Experimental Study on the Effects of Gamified Cooperation and Competition on English Vocabulary Learning. British Journal of Educational Technology, vol. 52, no 1, pp. 142–159. https://doi.org/10.1111/bjet.12977
Donnermann M., Lein M., Messingschlager T., Riedmann A., Schaper P., Steinhaeusser S., Lugrin B. (2021) Social Robots and Gamification for Technology Supported Learning: An Empirical Study on Engagement and Motivation. Computers in Human Behavior, vol. 121, August, Article no 106792. https://doi.org/10.1016/j.chb.2021.106792
Durazzi N. (2019) The Political Economy of High Skills: Higher Education in Knowledge-Based Labour Markets. Journal of European Public Policy, vol. 26, no 12, pp. 1799–1817. https://doi.org/10.1080/13501763.2018.1551415
Foster-McGregor N., Stehrer R., de Vries G. (2013) Offshoring and the Skill Structure of Labor Demand. Review of World Economics, vol. 149, no 4, pp. 631–662. https://doi.org/10.1007/s10290-013-0163-4
Fitz-Walter Z., Tjondronegoro D., Wyeth P. (2011) Orientation Passport: Using Gamification to Engage University Students. Proceedings of the 23rd Australian Computer Human Interaction Conference (Canberra, Australia, 2011, 28 November — 2 December), pp. 122–125. https://doi.org/10.1145/2071536.2071554
Gatti L., Ulrich M., Seele P. (2019) Education for Sustainable Development through Business Simulation Games: An Exploratory Study of Sustainability Gamification and Its Effects on Students’ Learning Outcomes. Journal of Cleaner Production, vol. 207, January, pp. 667–678. https://doi.org/10.1016/j.jclepro.2018.09.130
Gee J.P. (2014) What Video Games Have to Teach Us about Learning and Literacy. New York, NY: Palgrave Macmillan. https://doi.org/10.1145/950566.950595
Gimenez F., Abril C., Breuer H., Gudiksen S. (2021) Gamification Approaches for Open Innovation Implementation: A Conceptual Framework. Creativity & Innovation Management, vol. 30, no 3, pp. 455–474. https://doi.org/10.1111/caim.12452
Gregorio A., Maggioni I., Mauri C., Mazzucchelli A. (2019) Employability Skills for Future Marketing Professionals. European Management Journal, vol. 37, no 3, pp. 251–258. https://doi.org/10.1016/j.emj.2019.03.004
Gregory T., Zierahn U. (2022) When the Minimum Wage Really Bites Hard: The Negative Spillover Effect on High-Skilled Workers. Journal of Public Economics, vol. 206, February, Article no 104582. https://doi.org/10.1016/j.jpubeco.2021.104582
Grijalvo M., Segura A., Nunez Y. (2022) Computer-Based Business Games in Higher Education: A Proposal of a Gamified Learning Framework. Technological Forecasting & Social Change, vol. 178, May, Article no 121597. https://doi.org/10.1016/j.techfore.2022.121597
Hampf F., Wiederhold S., Woessmann L. (2017) Skills, Earnings, and Employment: Exploring Causality in the Estimation of Returns to Skills. Large-Scale Assessment in Education, no 5, Article no 12. https://doi.org/10.1186/s40536-017-0045-7
Howard C.M. (2015) A Review of Exploratory Factor Analysis (EFA) Decisions and Overview of Current Practices: What We Are Doing and How Can We Improve? International Journal of Human-Computer Interaction, vol. 32, no 1, pp. 51–62. https://doi.org/10.1080/10447318.2015.1087664
Huotari K., Hamari J. (2012) Defining Gamification: A Service Marketing Perspective. Proceeding of the 16th International Academic MindTrek Conference (Tampere, Finland, 2012, October 3–5), pp. 17–22. https://doi.org/10.1145/2393132.2393137
Jagust T., Boticki I., So H.J. (2018) Examining Competitive, Collaborative and Adaptive Gamification in Young Learners’ Math Learning. Computers & Education, vol. 125, October, pp. 444–457. https://doi.org/10.1016/j.compedu.2018.06.022
Jayalath J., Esichaikul V. (2022) Gamification to Enhance Motivation and Engagement in Blended e-Learning for Technical and Vocational Education and Training. Technology, Knowledge and Learning, vol. 27, no 1, pp. 91–118. https://doi.org/10.1007/s10758-020-09466-2
Jen-Wei C., Hung-Yu W. (2016) Exploring Engaging Gamification Mechanics in Massive Online Open Courses. Educational Technology and Society, vol. 19, no 2, pp. 177–203. https://doi.org/jeductechsoci.19.2.177
Kivunja C. (2014) Teaching Students to Learn and to Work Well with 21st Century Skills: Unpacking the Career and Life Skills Domain of the New Learning Paradigm. International Journal of Sustainability in Higher Education, vol. 4, no 1, pp. 1–11. https://doi.org/10.5430/ijhe.v4n1p1
Knox A., Warhurst C. (2018) Occupations, the Missing Link? A New Theoretical and Methodological Approach to Product Markets, Skill and Pay. Work, Employment & Society, vol. 32, no 1, pp. 150–168. https://doi.org/10.1177/0950017017719842
Kolling A. (2022) Shortage of Skilled Labor, Unions and the Wage Premium: A Regression Analysis with Establishment Panel Data for Germany. Journal of Labor Research, vol. 43, June, pp. 239–259. https://doi.org/10.1007/s12122-022-09334-1
Kolpondinos M.Z., Glinz M. (2020) GARUSO: A Gamification Approach for Involving Stakeholders Outside Organizational Reach in Requirements Engineering. Requirements Engineering, vol. 25, no 2, pp. 185–212. https://doi.org/10.1007/s00766-019-00314-z
Kruskopf M., Ketonen E.E., Mattlin M. (2021) Playing out Diplomacy: Gamified Realization of Future Skills and Discipline Specific Theory. European Political Science, vol. 20, February, pp. 698–722. https://doi.org/10.1057/s41304-020-00305-7
Kwarteng J., Mensah E. (2022) Employability of Accounting Graduates: Analysis of Skills Sets. Heliyon, vol. 8, no 7, Article no e09937. https://doi.org/10.1016/j.heliyon.2022.e09937
Leclercq T., Hammedi W., Poncin I. (2018) The Boundaries of Gamification for Engaging Customers: Effects of Losing a Contest in Online Co-Creation Communities. Journal of Interactive Marketing, vol. 44, no 1, pp. 82–101. https://doi.org/10.1016/j.intmar.2018.04.004
Legaki N., Xi N., Hamari J., Karpouzis K., Assimakopoulos V. (2020) The Effect of Challenge-Based Gamification on Learning: An Experiment in the Context of Statistics Education. International Journal of Human Computer Studies, vol. 144, December, Article no 102496. https://doi.org/10.1016/j.ijhcs.2020.102496
Leigh N., Kraft B., Lee H. (2020) Robots, Skill Demand and Manufacturing in US Regional Labour Markets. Cambridge Journal of Regions, Economy & Society, vol. 13, no 1, pp. 77–97. https://doi.org/10.1093/cjres/rsz019
Liu D., Santhanam R., Webster J. (2017) Towards Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems. Information Systems Research, vol. 41, no 4, pp. 1011–1034. https://doi.org/10.25300/MISQ/2017/41.4.01
Manzano-Leon A., Camacho-Lazarraga P., Guerrero M.A., Guerrero-Puerta L., Aguilar-Parra J.M., Trigueros R., Alias A. (2021) Between Level up and Game over: A Systematic Literature Review of Gamification in Education. Sustainability, vol. 13, no 4, Article no 2247. https://doi.org/10.3390/su13042247
Marell-Olsson E. (2021) Using Gamification as an Online Teaching Strategy to Develop Students’ 21st Century Skills. Interaction Design and Architecture(s) Journal, vol. 47, pp. 69–93. https://doi.org/10.55612/S-5002-047-004
McNaughton S., Rosedale N., Jesson N.R., Hoda R., Teng L.S. (2018) How Digital Environments in Schools Might Be Used to Boost Social Skills: Developing a Conditional Augmentation Hypothesis. Computers & Education, vol. 126, November, pp. 311–323. https://doi.org/10.1016/j.compedu.2018.07.018
Morschheuser B., Riar M., Hamari J., Maedche A. (2017) How Games Induce Cooperation? A Study on the Relationship between Game Features and We-Intentions in an Augmented Reality Game. Computers in Human Behavior, vol. 77, December, pp. 169–183. https://doi.org/10.1016/j.chb.2017.08.026
Muller-Stewens J., Schlager T., Haubl G., Herrmann A. (2017) Gamified Information Presentation and Consumer Adoption of Product Innovations. Journal of Marketing, vol. 81, no 2, pp. 8–24. https://doi.org/10.1509/jm.15.0396
Murillo-Zamorano L.R., Lopez-Sanchez J.A., Godoy-Caballero A.L., Bueno-Munoz C. (2021) Gamification and Active Learning in Higher Education: Is It Possible to Match Digital Society, Academia, and Students’ Interests? International Journal of Educational Technology in Higher Education, vol. 18, no 1, pp. 1–27. https://doi.org/10.1186/s41239-021-00249-y
Murillo-Zamorano L.R., Lopez-Sanchez J.A., Lopez-Rey Carmen M.J., Bueno-Munoz C. (2023) Gamification in Higher Education: The ECOn+ Star Battles. Computers & Education, vol. 194, March, Article no 104699. https://doi.org/10.1016/j.compedu.2022.104699
Noor H., Naziruddin A., Sentosa I. (2016) An Easy Approach to Exploratory Factor Analysis: Marketing Perspective. Journal of Educational and Social Research, vol. 6, no 1, pp. 215–223. https://doi.org/10.5901/jesr.2016.v6n1p215
Obaid I., Farooq M.S., Abid A. (2020) Gamification for Recruitment and Job Training: Model, Taxonomy, and Challenges. IEEE Access, vol. 8, pp. 65164–65178. https://doi.org/10.1109/ACCESS.2020.2984178
Palys T. (2008) Purposive Sampling. The Sage Encyclopedia of Qualitative Research Methods (ed. L.M. Given), Thousand Oaks, CA: Sage, vol. 2, pp. 697–698.
Pamuru V., Khern-Am-Nuai W., Kannan K. (2021) The Impact of an Augmented-Reality Game on Local Businesses: A Study of Pokémon Go on Restaurants. Information Systems Research, vol. 32, no 3, pp. 950–966. https://doi.org/10.1287/isre.2021.1004
Parody L., Santos J., Trujillo-Cayado L.A., Ceballos M. (2022) Gamification in Engineering Education: The Use of Classcraft Platform to Improve Motivation and Academic Performance. Applied Sciences, vol. 12, iss. 22, Article no 11832. https://doi.org/10.3390/app122211832
Patricio R., Moreira A., Zurlo F. (2018) Gamification Approaches to the Early Stage of Innovation. Creativity & Innovation Management, vol. 27, no 4, pp. 499–511. https://doi.org/10.1111/caim.12284
Patricio R., Moreira A., Zurlo F., Melazzini M. (2020) Co-Creation of New Solutions through Gamification: A Collaborative Innovation Practice. Creativity & Innovation Management, vol. 9, no 1, pp. 146–160. https://doi.org/10.1111/caim.12356
Poonsawad A., Srisomphan J., Sanrach C. (2022) Synthesis of Problem-Based Interactive Digital Storytelling Learning Model Under Gamification Environment Promotes Students’ Problem-Solving Skills. International Journal of Emerging Technologies in Learning, vol. 17, no 5, pp. 103–119. https://doi.org/10.3991/ijet.v17i05.28181
Prensky M. (2007) Digital Game-Based Learning. Saint Paul: Paragon House.
Putz L., Hofbauer F., Treiblmaier H. (2020) Can Gamification Help to Improve Education? Findings from a Longitudinal Study. Computers in Human Behavior, vol. 110, September, Article no 106392. https://doi.org/10.1016/j.chb.2020.106392
Rahman R.A., Ahmad S., Hashim U.R. (2018) The Effectiveness of Gamification Technique for Higher Education Students’ Engagement in Polytechnic Muadzam Shah Pahang, Malaysia. International Journal of Educational Technology in Higher Education, vol. 15, no 41. https://doi.org/10.1186/s41239-018-0123-0
Ratnawati N., Sukamto S., Ruja I.N., Wahyuningtyas N. (2020) “Defense of the Ancients”, Gamification in Learning: Improvement of Student’s Social Skills. International Journal of Emerging Technologies in Learning, vol. 15, no 7, pp. 132–140. http://dx.doi.org/10.3991/ijet.v15i07.13221
Riar M., Morschheuser B., Zarnekow R., Hamari J. (2022) Gamification of Cooperation: A Framework, Literature Review and Future Research Agenda. International Journal of Information Management, vol. 67, no 3, Article no 102549. http://dx.doi.org/10.1016/j.ijinfomgt.2022.102549
Rodrigues L., Pereira F., Toda A. (2022) Gamification Suffers from the Novelty Effect but Benefits from the Familiarization Effect: Findings from a Longitudinal Study. International Journal of Educational Technology in Higher Education, vol. 19, February, Article no 13. https://doi.org/10.1186/s41239-021-00314-6
Saad A.M., Arafa R.K., Balat H.F., Hawa D.M. (2022) The Effect of Gamification within the e-Learning Environment on the Development of Programming Skills for University Education Students. Journal of Positive School Psychology, vol. 6, no 7, pp. 4939–4949.
Sailer M., Sailer M. (2021) Gamification of In-Class Activities in Flipped Classroom Lectures. British Journal of Educational Technology, vol. 52, no 1, pp. 75–90. https://doi.org/10.1111/bjet.12948
Santhanam R., Liu D., Shen W. (2016) Research Note: Gamification of Technology-Mediated Training: Not All Competitions Are the Same. Information Systems Research, vol. 27, no 2, pp. 453–465. https://doi.org/10.1287/isre.2016.0630
Schobel S., Janson A., Sollner M. (2020) Capturing the Complexity of Gamification Elements: A Holistic Approach for Analyzing Existing and Deriving Novel Gamification Designs. European Journal of Information Systems, vol. 29, no 6, pp. 641–668. https://doi.org/10.1080/0960085X.2020.1796531
Schobel S., Janson A., Leimeister J.M. (2023) Gamifying Online Training in Management Education to Support Emotional Engagement and Problem-Solving Skills. Journal of Management Education, vol. 42, no 2, pp. 166–203. https://doi.org/10.1177/10525629221123287
Schunk D., DiBenedetto M. (2020) Motivation and Social Cognitive Theory. Contemporary Educational Psychology, vol. 60, January, Article no 101832. https://doi.org/10.1016/j.cedpsych.2019.101832
Smaldone F., Ippolito A., Lagger J., Pellicano M. (2022) Employability Skills: Profiling Data Scientists in the Digital Labour Market. European Management Journal, vol. 40, no 5, pp. 671–684. https://doi.org/10.1016/j.emj.2022.05.005
Smiderle R., Rigo S.J., Marques L.B., Coelho J.A., Jaques P.A. (2020) The Impact of Gamification on Students’ Learning, Engagement and Behavior Based on Their Personality Traits. Smart Learning Environments, vol. 7, January, Article no 3. https://doi.org/10.1186/s40561-019-0098-x
Spanellis A., Pyrko I., Dorfler V. (2022) Gamifying Situated Learning in Organizations. Management Learning, vol. 53, no 3, pp. 525–546. https://doi.org/10.1177/13505076211038812
Staboulis M., Lazaridou, I. (2020) The Impact of COVID-19 on Economy, Employment and New Skills. European Journal of Political Economy, vol. 19, no 3, pp. 409–422. http://dx.doi.org/10.35774/jee2020.03.409
Suleman F. (2018) The Employability Skills of Higher Education Graduates: Insights into Conceptual Frameworks and Methodological Options. Higher Education, vol. 76, no 2, pp. 263–278. https://doi.org/10.1007/s10734-017-0207-0
Sutil-Martin D.L., Otamendi F.J. (2021) Soft Skills Training Program Based on Serious Games. Sustainability, vol. 13, no 15, Article no 8582. https://doi.org/10.3390/su13158582
Swacha J. (2021) State of Research on Gamification in Education: A Bibliometric Survey. Education Sciences, vol. 11, no 2, Article no 69. https://doi.org/10.3390/educsci11020069
Taguas E.V., Fernandez-Ahumada E., Borrego-Lopez N., Ortiz-Medina L., Benlloch-Gonzalez M., Sanchez-Zamora P., Gallardo-Cobos R.M., Lara-Velez P., Guerrero-Ginel J.E. (2022) Gamification for the Acquisition of Leadership Skills and Formation of Efficient Work Teams: An Interactive Workshop Based on an Analysis of the Film “The Seven Samurai”. International Journal of Emerging Technologies in Learning, vol. 17, no 22, pp. 20–38. http://dx.doi.org/10.3991/ijet.v17i22.32351
Tavakoli M., Faraji A., Vrolijk J., Molavi M., Mol S., Kismihok G. (2022) An AI-Based Open Recommender System for Personalized Labor Market Driven Education. Advanced Engineering Informatics, vol. 52, April, Article no 101508. https://doi.org/10.1016/j.aei.2021.101508
Tholen G., Relly S., Warhurst C., Commander J. (2016) Higher Education, Graduate Skills and the Skills of Graduates: The Case of Graduates as Residential Sales Estate Agents. British Educational Research Journal, vol. 42, no 3, pp. 508–523. https://doi.org/10.1002/berj.3222.
Thomas N.J., Baral R. (2023) Mechanism of Gamification: Role of Flow in the Behavioral and Emotional Pathways of Engagement in Management Education. International Journal of Management Education, vol. 21, no 1, Article no 100718. https://doi.org/10.1016/j.ijme.2022.100718
Toda A.M., Palomino P.T., Oliveira W., Rodrigues L., Klock A.C.T., Gasparini I., Cristea A.I., Isotani S. (2019) How to Gamify Learning Systems? An Experience Report Using the Design Sprint Method and a Taxonomy for Gamification Elements in Education. Educational Technology & Society, vol. 22, no 3, pp. 47–60.
Villegas E., Fonseca D., Pena E., Bonet P., Fernandez-Guinea S., Fernandez-Guinea S., Arnab S., Gutierrez V. (2021) Qualitative Assessment of Effective Gamification Design Processes Using Motivators to Identify Game Mechanics. Sensors, vol. 21, no 7, Article no 2556. https://doi.org/10.3390/s21072556
Vogler J., Thompson P., Davis D., Mayfield B., Finley P., Yasseri D. (2018) The Hard Work of Soft Skills: Augmenting the Project-Based Learning Experience with Interdisciplinary Teamwork. Instructional Science, vol. 46, no 3, pp. 457–488. https://doi.org/10.1007/s11251-017-9438-9
Wannapiroon N., Pimdee P. (2022) Thai Undergraduate Science, Technology, Engineering, Arts, and Math (STEAM) Creative Thinking and Innovation Skill Development: A Conceptual Model Using a Digital Virtual Classroom Learning Environment. Education and Information Technologies, vol. 27, January, pp. 5689–5716. https://doi.org/10.1007/s10639-021-10849-w
Yusof A., Atan N.A., Harun J., Rosli M.S., Abd Majid U.M. (2021) Students Engagement and Development of Generic Skills in Gamified Hybrid Service-Learning Course. International Journal of Emerging Technologies in Learning, vol. 16, no 24, pp. 220–243. http://dx.doi.org/10.3991/ijet.v16i24.27481