Published on in Vol 12 (2024)

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/52017, first published .
The Impact and Acceptance of Gamification by Learners in a Digital Literacy Course at the Undergraduate Level: Randomized Controlled Trial

The Impact and Acceptance of Gamification by Learners in a Digital Literacy Course at the Undergraduate Level: Randomized Controlled Trial

The Impact and Acceptance of Gamification by Learners in a Digital Literacy Course at the Undergraduate Level: Randomized Controlled Trial

Authors of this article:

Abeer Alnuaim1 Author Orcid Image

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  1. Sergeeva O, Masalimova A, Zheltukhina M, Chikileva L, Lutskovskai L, Luzin A. Impact of digital media literacy on attitude toward generative AI acceptance in higher education. Frontiers in Education 2025;10 View
  2. Wang M, Zeng C, Xu L, Sun H. Meeting the digital literacy education needs of college students: A two-stage study in China. The Journal of Academic Librarianship 2025;51(5):103084 View
  3. Borromeo R. Enhancing Terminology Retention Performance in MATATAG TLE–IA 7 in Apad National High School through the Use of Craftgrid Application. Psychology and Education: A Multidisciplinary Journal 2025;43(2):225 View
  4. Aliyev M, Fatullayev V, Aliyeva S. Business simulation games integrated with emerging technologies in business education: A review. Entertainment Computing 2025;55:101006 View
  5. Othman M, Daud S, Md Taib N, Abu Yazid Z, Hasbullah N. The Role of Perceived Usefulness and Attitude in Student Engagement: A Conceptual Study in Malaysian Blended Learning Environment. Information Management and Business Review 2025;17(3(I)S):29 View
  6. Da Silva E, Gonçalves M, Fontoura J, Santos J. ESCAPE ROOM DIGITAL COM LASTRO EM FENÔMENOS ONDULATÓRIOS (MECÂNICOS E ELETROMAGNÉTICOS): UMA PROPOSTA DE GAMEFICAÇÃO AUSUBELIANA. ARACÊ 2025;7(11):e10130 View

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  1. Pinheiro D, Sousa W, Teixeira R, Silva Z. Anais da X Escola Regional de Informática do Espírito Santo (ERI-ES 2025). Letramento Digital com Uso de Gamificação e suas Contribuições na Educação Básica View