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      • Several studies have investigated the efficacy of gamified interventions in promoting behavior modification and health in children and adolescents and have found that gamified interventions can effectively promote behavior change and improve health outcomes.
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  2. Mar 29, 2021 · Gamification effects were higher with adults in higher education (ES = 0.95) than K-12 students (ES = 0.92). Brief interventions delivered in days or less than 1 week were significantly more effective (ES = 1.57) than interventions lasting up to 20 weeks (ES = 0.30).

    • Jihoon Kim, Darla M Castelli
    • 10.3390/ijerph18073550
    • 2021
    • 2021/04
  3. Oct 25, 2024 · Gamification has been a significant topic in the field of education for a decade, and in the educational context, gamification tends to look at learners' motivation, motivational learning behavior ...

  4. Aug 1, 2022 · This study analyzed research works on gamification to promote behavior change or positive behaviors, based on publications from 2011 to 2022 available in the Scopus database.

  5. Mar 6, 2024 · Across game-based approaches to education, existing research has indicated that there are cultural and contextual differences in the perception and reception of game-based designs in education, including but not limited to gamification design (Hassan, 2018; Klock et al., 2020; Iten and Petko, 2016).

  6. Mar 8, 2022 · Review Reports Versions Notes. Abstract. Over the years, there has been a significant increase in the adoption of game-based interventions for behaviour change associated with many fields such as health, education, and psychology.

  7. Oct 27, 2023 · By understanding the impact of different gamification techniques on motivation and engagement, educators and instructional designers can adjust their strategies to create immersive and rewarding learning environments, using gamification as an effective tool to foster a positive and engaging learning experience. Published. 2023-10-27. Issue.

  8. Mar 29, 2021 · the gamification strategy has moderate effects on the learner’s behavioral change (ES = 0.48), the results should be interpreted with caution due to the lack of casual outcomes.

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