{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,3,16]],"date-time":"2026-03-16T16:25:40Z","timestamp":1773678340197,"version":"3.50.1"},"publisher-location":"Cham","reference-count":49,"publisher":"Springer Nature Switzerland","isbn-type":[{"value":"9783032167606","type":"print"},{"value":"9783032167613","type":"electronic"}],"license":[{"start":{"date-parts":[[2026,1,1]],"date-time":"2026-01-01T00:00:00Z","timestamp":1767225600000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.springernature.com\/gp\/researchers\/text-and-data-mining"},{"start":{"date-parts":[[2026,1,1]],"date-time":"2026-01-01T00:00:00Z","timestamp":1767225600000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.springernature.com\/gp\/researchers\/text-and-data-mining"}],"content-domain":{"domain":["link.springer.com"],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2026]]},"DOI":"10.1007\/978-3-032-16761-3_9","type":"book-chapter","created":{"date-parts":[[2026,2,16]],"date-time":"2026-02-16T09:13:40Z","timestamp":1771233220000},"page":"121-136","update-policy":"https:\/\/doi.org\/10.1007\/springer_crossmark_policy","source":"Crossref","is-referenced-by-count":1,"title":["Gamification Methodologies and Their Technological Application in Higher Education: A Systematic Literature Review"],"prefix":"10.1007","author":[{"given":"Marcelo","family":"Rea-Guaman","sequence":"first","affiliation":[]},{"given":"Andrea","family":"L\u00f3pez L\u00f3pez","sequence":"additional","affiliation":[]},{"given":"Adriana D\u00edaz","family":"Bautista","sequence":"additional","affiliation":[]},{"given":"Johanna Pila","family":"Torres","sequence":"additional","affiliation":[]}],"member":"297","published-online":{"date-parts":[[2026,2,17]]},"reference":[{"issue":"1","key":"9_CR1","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1186\/S41239-023-00391-9\/FIGURES\/4","volume":"20","author":"QF Yang","year":"2023","unstructured":"Yang, Q.F., Lian, L.W., Zhao, J.H.: Developing a gamified artificial intelligence educational robot to promote learning effectiveness and behavior in laboratory safety courses for undergraduate students. Int. J. Educ. Technol. High. Educ. 20(1), 1\u201331 (2023). https:\/\/doi.org\/10.1186\/S41239-023-00391-9\/FIGURES\/4","journal-title":"Int. J. Educ. Technol. High. Educ."},{"issue":"2","key":"9_CR2","doi-asserted-by":"publisher","first-page":"1279","DOI":"10.1007\/S10639-022-11548-W\/TABLES\/3","volume":"29","author":"F Dahalan","year":"2023","unstructured":"Dahalan, F., Alias, N., Shaharom, M.S.N.: Gamification and game based learning for vocational education and training: a systematic literature review. Educ. Inf. Technol. 29(2), 1279\u20131317 (2023). https:\/\/doi.org\/10.1007\/S10639-022-11548-W\/TABLES\/3","journal-title":"Educ. Inf. Technol."},{"issue":"5","key":"9_CR3","doi-asserted-by":"publisher","first-page":"1340","DOI":"10.1002\/CAE.22389","volume":"29","author":"ME Zorrilla Pantale\u00f3n","year":"2021","unstructured":"Zorrilla Pantale\u00f3n, M.E., Garc\u00eda-Saiz, D., de la Vega, A.: Fostering study time outside class using gamification strategies: an experimental study at tertiary-level database courses. Comput. Appl. Eng. Educ. 29(5), 1340\u20131357 (2021). https:\/\/doi.org\/10.1002\/CAE.22389","journal-title":"Comput. Appl. Eng. Educ."},{"key":"9_CR4","doi-asserted-by":"publisher","unstructured":"Atin, S., Syakuran, R.A., Afrianto, I.: Implementation of gamification in mathematics m-learning application to creating student engagement. Int. J. Adv. Comput. Sci. Appl. 13(7), 542\u2013556 (2022). https:\/\/doi.org\/10.14569\/IJACSA.2022.0130765","DOI":"10.14569\/IJACSA.2022.0130765"},{"key":"9_CR5","doi-asserted-by":"publisher","unstructured":"Sousa-Vieira, M.-E., Ferrero-Castro, D., L\u00f3pez-Ardao, J.-C.: Design, development and use of a digital badges system in higher education. Appl. Sci. (Switz.) 12(1) (2022). https:\/\/doi.org\/10.3390\/app12010220","DOI":"10.3390\/app12010220"},{"key":"9_CR6","doi-asserted-by":"publisher","unstructured":"Aini, Q., Azizah, N., Salam, R., Santoso, N. P. L., Millah, S.: iLearning education based on gamification blockchain. Indon. J. Electr. Eng. Comput. Sci. 26(1), 531\u2013538 (2022). https:\/\/doi.org\/10.11591\/ijeecs.v26.i1.pp531-538","DOI":"10.11591\/ijeecs.v26.i1.pp531-538"},{"key":"9_CR7","doi-asserted-by":"publisher","unstructured":"Nurutdinova, A., Shakirova, D., Fazlyeva, Z., Dmitrieva, E., Sheinina, D., Galeeva, G.: Gamification method to improve speech skills and proficiency among students: methodology for implementation. In: Proceedings of 2021 World Engineering Education Forum\/Global Engineering Deans Council, WEEF\/GEDC 2021, pp. 461\u2013466 (2021). https:\/\/doi.org\/10.1109\/WEEF\/GEDC53299.2021.9657342","DOI":"10.1109\/WEEF\/GEDC53299.2021.9657342"},{"issue":"3","key":"9_CR8","doi-asserted-by":"publisher","first-page":"1803","DOI":"10.1007\/S10639-019-10055-9\/TABLES\/8","volume":"25","author":"R Silva","year":"2020","unstructured":"Silva, R., Rodrigues, R., Leal, C.: Gamification in management education - a literature mapping. Educ. Inf. Technol. 25(3), 1803\u20131835 (2020). https:\/\/doi.org\/10.1007\/S10639-019-10055-9\/TABLES\/8","journal-title":"Educ. Inf. Technol."},{"key":"9_CR9","doi-asserted-by":"publisher","unstructured":"Beltran, J., Sanchez, H., Rico, M.: Gamification to motivate the development of autonomous tasks in the university: case study: central University of Ecuador. In: Applications in Software Engineering - Proceedings of the 9th International Conference on Software Process Improvement, CIMPS 2020, pp. 61\u201370 (2020). https:\/\/doi.org\/10.1109\/CIMPS52057.2020.9390122","DOI":"10.1109\/CIMPS52057.2020.9390122"},{"key":"9_CR10","doi-asserted-by":"crossref","unstructured":"Laskowski, M.: Implementing gamification techniques into university study path-a case study (2015)","DOI":"10.1109\/EDUCON.2015.7096028"},{"key":"9_CR11","doi-asserted-by":"publisher","unstructured":"Eh\u00e9catl Morales-trujillo, M., Eh\u00e9catl Morales-Trujillo, M., Alberto, G.: Gamification and SQL: an empirical study on student performance in a database course. Trans. Comput. Educ 21(3). https:\/\/doi.org\/10.1145\/34275971. Elsevier B.V., p\u00e1gs. 7\u201315, 2009 (2020). https:\/\/doi.org\/10.1016\/j.infsof.2008.09.009","DOI":"10.1145\/34275971"},{"key":"9_CR12","doi-asserted-by":"publisher","unstructured":"Fern\u00e1ndez, A., et al.: Inundaciones y salud mental: una revisi\u00f3n sistem\u00e1tica de mapeo. PLoS UNO 10(4) (2015). https:\/\/doi.org\/10.1371\/journal.pone.0119929","DOI":"10.1371\/journal.pone.0119929"},{"key":"9_CR13","doi-asserted-by":"publisher","unstructured":"Petersen, K., Feldt, R., Mujtaba, S., Mattsson, M.: Estudios de mapeo sistem\u00e1tico en ingenier\u00eda de software. In: 12th Conferencia Internacional de Evaluaci\u00f3n y Valoraci\u00f3n en Ingenier\u00eda de Software, vol. 17, p. 10 (2008). https:\/\/doi.org\/10.1142\/S0218194007003112","DOI":"10.1142\/S0218194007003112"},{"key":"9_CR14","doi-asserted-by":"publisher","unstructured":"Kyewski, E., Kr\u00e4mer, N.C.: To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course. Comput. Educ. 118, 25\u201337 (2018). https:\/\/doi.org\/10.1016\/j.compedu.2017.11.006","DOI":"10.1016\/j.compedu.2017.11.006"},{"issue":"1","key":"9_CR15","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1186\/S40561-024-00361-2\/TABLES\/4","volume":"12","author":"C Latorre-Cosculluela","year":"2025","unstructured":"Latorre-Cosculluela, C., Sierra-S\u00e1nchez, V., V\u00e1zquez-Toledo, S.: Gamification, collaborative learning and transversal competences: analysis of academic performance and students\u2019 perceptions. Smart Learn. Environ. 12(1), 1\u201317 (2025). https:\/\/doi.org\/10.1186\/S40561-024-00361-2\/TABLES\/4","journal-title":"Smart Learn. Environ."},{"key":"9_CR16","unstructured":"Mayor-Pe\u00f1a, F.C.Y., Barrera-Animas, A.Y., Escobar-Castillejos, D., Noguez, J.: Scopus - document details - designing a gamified approach for digital design education aligned with Education 4.0. Front. Educ. (2025)"},{"key":"9_CR17","doi-asserted-by":"publisher","unstructured":"Del Carmen Pegalajar Palomino, M.: Implications of gamification in higher education: a systematic review of student perception. Rev. Invest. Educ. 39(1), 169\u2013188 (2021). https:\/\/doi.org\/10.6018\/RIE.419481","DOI":"10.6018\/RIE.419481"},{"key":"9_CR18","doi-asserted-by":"publisher","unstructured":"Ratinho, E., Martins, C.: The role of gamified learning strategies in student\u2019s motivation in high school and higher education: a systematic review. Heliyon 9(8) (2023). https:\/\/doi.org\/10.1016\/J.HELIYON.2023.E19033","DOI":"10.1016\/J.HELIYON.2023.E19033"},{"key":"9_CR19","doi-asserted-by":"publisher","first-page":"395","DOI":"10.28945\/4417","volume":"18","author":"I Alomari","year":"2019","unstructured":"Alomari, I., Al-Samarraie, H., Yousef, R.: The role of gamification techniques in promoting student learning: a review and synthesis. J. Inf. Technol. Educ.: Res. 18, 395\u2013417 (2019). https:\/\/doi.org\/10.28945\/4417","journal-title":"J. Inf. Technol. Educ.: Res."},{"key":"9_CR20","doi-asserted-by":"publisher","first-page":"100901","DOI":"10.1016\/J.ENTCOM.2024.100901","volume":"52","author":"T Song","year":"2025","unstructured":"Song, T., Zhang, C., Wang, W.: Research on the design of gamified classroom teaching mode based on fuzzy conjoint analysis method. Entertain Comput. 52, 100901 (2025). https:\/\/doi.org\/10.1016\/J.ENTCOM.2024.100901","journal-title":"Entertain Comput."},{"key":"9_CR21","doi-asserted-by":"publisher","unstructured":"de Carvalho Barros Bezerra, G., Oliveira, W., Guimar\u00e3es Santos, A.C., Hamari, J.: Exploring the use of unplugged gamification on programming learners\u2019 experience. ACM Trans. Comput. Educ. 24(42), 42 (2024). https:\/\/doi.org\/10.1145\/3686165\/ASSET\/F27D43F1-5F9D-412E-98C5-03C373D6DDBB\/ASSETS\/GRAPHIC\/TOCE-2024-0030-F03.JPG","DOI":"10.1145\/3686165\/ASSET\/F27D43F1-5F9D-412E-98C5-03C373D6DDBB\/ASSETS\/GRAPHIC\/TOCE-2024-0030-F03.JPG"},{"key":"9_CR22","doi-asserted-by":"publisher","unstructured":"Murillo-Zamorano, L.R., Jos\u00e9, J., L\u00f3pez-S\u00e1nchez, J., L\u00f3pez-Rey, J., Bueno-Mu\u00f1oz, C.: Gamification in higher education: the ECOn + star battles. Comput. Educ. 194, 104699 (2023). https:\/\/doi.org\/10.1016\/j.compedu.2022.104699","DOI":"10.1016\/j.compedu.2022.104699"},{"key":"9_CR23","doi-asserted-by":"publisher","unstructured":"Brown, W., et al.: Undergraduate engineering education and the game-based learning methods to promote a culture of laboratory safety. In: Proceedings - Frontiers in Education Conference, FIE, vol. 2018-October (2018). https:\/\/doi.org\/10.1109\/FIE.2018.8658767","DOI":"10.1109\/FIE.2018.8658767"},{"key":"9_CR24","doi-asserted-by":"publisher","unstructured":"Gonzalez-Gonzalez, C.S.: A case of gamification in virtual environments with RV\/RA. In: Proceedings - 10th International Conference on Virtual Campus, JICV 2020 (2020). https:\/\/doi.org\/10.1109\/JICV51605.2020.9375816","DOI":"10.1109\/JICV51605.2020.9375816"},{"key":"9_CR25","doi-asserted-by":"publisher","unstructured":"Goestjahjanti, F.S., Gaol, F.L., Prabowo, H., Kumoro, D.F.C.: Gamification in the Learning Community for Culinary Basics Course at Higher Education. In: 8th International Conference on ICT for Smart Society: Digital Twin for Smart Society, ICISS 2021 \u2013 Proceeding (2021). https:\/\/doi.org\/10.1109\/ICISS53185.2021.9533188","DOI":"10.1109\/ICISS53185.2021.9533188"},{"key":"9_CR26","doi-asserted-by":"publisher","unstructured":"Robledo-Rella, V., De Lourdes Quezada Batalla, M., Ramirez-De-Arellano, J.M., Acosta, R.D.S.: Gam-mate: gamification applied to an undergrad discrete math course. In: 2022 10th International Conference on Information and Education Technology, ICIET 2022, pp.135\u2013139 (2022). https:\/\/doi.org\/10.1109\/ICIET55102.2022.9778998","DOI":"10.1109\/ICIET55102.2022.9778998"},{"key":"9_CR27","doi-asserted-by":"publisher","unstructured":"Tan, C.T., et al.: The effect of gamification mechanics on user experiences of AdventureLEARN: a self-driven learning platform. In: Proceedings of the ACM Human Computer Interaction, vol. 7, no. CHI PLAY (2023). https:\/\/doi.org\/10.1145\/3611062","DOI":"10.1145\/3611062"},{"issue":"8","key":"9_CR28","doi-asserted-by":"publisher","first-page":"1313","DOI":"10.18178\/ijiet.2023.13.8.1933","volume":"13","author":"ID Mumpuni","year":"2023","unstructured":"Mumpuni, I.D., Akhriza, T.M., Madenda, S., Prasetyo, E.: A mealy machine for mechanic dynamic aesthetic (MDA) gamification model of educator career system in indonesian higher education institutions. Int. J. Inf. Educ. Technol. 13(8), 1313\u20131322 (2023). https:\/\/doi.org\/10.18178\/ijiet.2023.13.8.1933","journal-title":"Int. J. Inf. Educ. Technol."},{"issue":"4","key":"9_CR29","doi-asserted-by":"publisher","first-page":"909","DOI":"10.1017\/S1351324921000401","volume":"29","author":"G Eryi\u01e7it","year":"2023","unstructured":"Eryi\u01e7it, G., \u015eenta\u015f, A., Monti, J.: Gamified crowdsourcing for idiom corpora construction. Nat. Lang. Eng. 29(4), 909\u2013941 (2023). https:\/\/doi.org\/10.1017\/S1351324921000401","journal-title":"Nat. Lang. Eng."},{"key":"9_CR30","doi-asserted-by":"publisher","unstructured":"del Olmo-Mu\u00f1oz, J., Bueno-Baquero, A., C\u00f3zar-Guti\u00e9rrez, R., Gonz\u00e1lez-Calero, J.A.: Exploring gamification approaches for enhancing computational thinking in young learners. Educ. Sci. (Basel). 13(5) (2023). https:\/\/doi.org\/10.3390\/educsci13050487","DOI":"10.3390\/educsci13050487"},{"issue":"4","key":"9_CR31","doi-asserted-by":"publisher","first-page":"847","DOI":"10.1177\/07356331221144074","volume":"61","author":"H Imran","year":"2023","unstructured":"Imran, H.: An empirical investigation of the different levels of gamification in an introductory programming course. J. Educ. Comput. Res. 61(4), 847\u2013874 (2023). https:\/\/doi.org\/10.1177\/07356331221144074","journal-title":"J. Educ. Comput. Res."},{"key":"9_CR32","doi-asserted-by":"publisher","unstructured":"Palomino, P.T., Toda, A.M., Rodrigues, L., Oliveira, W., Nacke, L., Isotani, S.: An ontology for modelling user\u2019 profiles and activities in gamified education. Res. Pract. Technol. Enhanc. Learn. 18 (2023). https:\/\/doi.org\/10.58459\/rptel.2023.18018","DOI":"10.58459\/rptel.2023.18018"},{"issue":"2","key":"9_CR33","doi-asserted-by":"publisher","first-page":"247","DOI":"10.18178\/ijiet.2023.13.2.1802","volume":"13","author":"K Agustini","year":"2023","unstructured":"Agustini, K., Putrama, I.M., Wahyuni, D.S., Mertayasa, I.N.E.: Applying gamification technique and virtual reality for prehistoric learning toward the metaverse. Int. J. Inf. Educ. Technol. 13(2), 247\u2013256 (2023). https:\/\/doi.org\/10.18178\/ijiet.2023.13.2.1802","journal-title":"Int. J. Inf. Educ. Technol."},{"key":"9_CR34","doi-asserted-by":"publisher","unstructured":"Limantara, N., Meyliana, Gaol, F.L., Prabowo, H.: Designing gamified learning management systems for higher education. Int. J. Inf. Educ. Technol. 13(1), 25\u201332 (2023). https:\/\/doi.org\/10.18178\/ijiet.2023.13.1.1776","DOI":"10.18178\/ijiet.2023.13.1.1776"},{"key":"9_CR35","doi-asserted-by":"publisher","unstructured":"Sobrino-Duque, R., Mart\u00ednez-Rojo, N., Carrillo-de-Gea, J.M., L\u00f3pez-Jim\u00e9nez, J.J., Nicol\u00e1s, J., Fern\u00e1ndez-Alem\u00e1n, J.L.: Evaluating a gamification proposal for learning usability heuristics: Heureka. Int. J. Hum. Comput. Stud. 161 (2022). https:\/\/doi.org\/10.1016\/j.ijhcs.2022.102774","DOI":"10.1016\/j.ijhcs.2022.102774"},{"key":"9_CR36","doi-asserted-by":"publisher","unstructured":"L\u00f3pez-Mart\u00ednez, A., Mero\u00f1o, L., C\u00e1novas-L\u00f3pez, M., Garc\u00eda-de-Alcaraz, A., Mart\u00ednez-Aranda, L.M.: Using gamified strategies in higher education: relationship between intrinsic motivation and contextual variables. Sustain. (Switz.) 14(17) (2022). https:\/\/doi.org\/10.3390\/su141711014","DOI":"10.3390\/su141711014"},{"issue":"1","key":"9_CR37","doi-asserted-by":"publisher","first-page":"45","DOI":"10.51698\/aloma.2022.40.1.45-54","volume":"40","author":"D Garc\u00eda-Gil","year":"2022","unstructured":"Garc\u00eda-Gil, D., Bonastre-Vall\u00e9s, C., Avil\u00e9s-Villarroel, C., Ram\u00f3n-Otero, I.: Kahoot! in music and physical education classes in higher education | Kahoot! en asignaturas de M\u00fasica y Educaci\u00f3n F\u00edsica en Educaci\u00f3n Superior. Aloma 40(1), 45\u201354 (2022). https:\/\/doi.org\/10.51698\/aloma.2022.40.1.45-54","journal-title":"Aloma"},{"key":"9_CR38","doi-asserted-by":"publisher","unstructured":"Jayawardena, N.S., Ross, M., Quach, S., Behl, A., Gupta, M., Lang, L.D.: Effective online engagement strategies through gamification: a systematic literature review and a future research agenda. J. Glob. Inf. Manage. 30(5) (2022). https:\/\/doi.org\/10.4018\/JGIM.290370","DOI":"10.4018\/JGIM.290370"},{"key":"9_CR39","doi-asserted-by":"publisher","unstructured":"Chans, G.M., Portuguez Castro, M.: Gamification as a strategy to increase motivation and engagement in higher education chemistry students. Computers 10(10) (2021). https:\/\/doi.org\/10.3390\/computers10100132","DOI":"10.3390\/computers10100132"},{"issue":"9","key":"9_CR40","doi-asserted-by":"publisher","first-page":"411","DOI":"10.14569\/IJACSA.2021.0120947","volume":"12","author":"MA Alsubhi","year":"2021","unstructured":"Alsubhi, M.A., Ashaari, N.S., Wook, T.S.M.T.: Design and evaluation of an engagement framework for e-learning gamification. Int. J. Adv. Comput. Sci. Appl. 12(9), 411\u2013417 (2021). https:\/\/doi.org\/10.14569\/IJACSA.2021.0120947","journal-title":"Int. J. Adv. Comput. Sci. Appl."},{"key":"9_CR41","doi-asserted-by":"publisher","unstructured":"Ravinder Reddy, N., Satyanarayana, V.V., Jagadesh Kumar, J., Sreeram Reddy, G.: Gamification technique in engineering education to improve learnability. J. Eng. Educ. Trans. 33(Special Is), 147\u2013149 (2020). https:\/\/doi.org\/10.16920\/jeet\/2020\/v33i0\/150083","DOI":"10.16920\/jeet\/2020\/v33i0\/150083"},{"issue":"5","key":"9_CR42","doi-asserted-by":"publisher","first-page":"1641","DOI":"10.1002\/cae.21994","volume":"26","author":"M Nowostawski","year":"2018","unstructured":"Nowostawski, M., McCallum, S., Mishra, D.: Gamifying research in software engineering. Comput. Appl. Eng. Educ. 26(5), 1641\u20131652 (2018). https:\/\/doi.org\/10.1002\/cae.21994","journal-title":"Comput. Appl. Eng. Educ."},{"key":"9_CR43","doi-asserted-by":"publisher","first-page":"131","DOI":"10.1016\/j.jss.2018.03.065","volume":"141","author":"MM Alhammad","year":"2018","unstructured":"Alhammad, M.M., Moreno, A.M.: Gamification in software engineering education: a systematic mapping. J. Syst. Softw. 141, 131\u2013150 (2018). https:\/\/doi.org\/10.1016\/j.jss.2018.03.065","journal-title":"J. Syst. Softw."},{"key":"9_CR44","doi-asserted-by":"publisher","unstructured":"Kaya, O.S., Ercag, E.: The impact of applying challenge-based gamification program on students\u2019 learning outcomes: academic achievement, motivation and flow, vol. 28, pp. 10053\u201310078 (2023). https:\/\/doi.org\/10.1007\/s10639-023-11585-z","DOI":"10.1007\/s10639-023-11585-z"},{"key":"9_CR45","doi-asserted-by":"publisher","unstructured":"Zamora-Polo, F., Corrales-Serrano, M., S\u00e1nchez-Mart\u00edn, J., Espejo-Ant\u00fanez, L.: Nonscientific university students training in general science using an active-learning merged pedagogy: gamification in a flipped classroom. Educ. Sci. (Basel) 9(4) (2019). https:\/\/doi.org\/10.3390\/EDUCSCI9040297","DOI":"10.3390\/EDUCSCI9040297"},{"key":"9_CR46","doi-asserted-by":"publisher","unstructured":"Subirats, L., et al.: Gamification based on user types: when and where it is worth applying. Appl. Sci. (Switz.) 13(4) (2023). https:\/\/doi.org\/10.3390\/APP13042269","DOI":"10.3390\/APP13042269"},{"key":"9_CR47","doi-asserted-by":"publisher","unstructured":"Monforte Garc\u00eda, G., Guadalupe Octavio Cabrera Lazarini, J., Gabriela Avil\u00e9s Rabanales, E., Farrera Guti\u00e9rrez, A.: Are virtual reality and gamification strategies adaptive for evaluations? (2021). https:\/\/doi.org\/10.1109\/IEEECONF53024.2021.9733767","DOI":"10.1109\/IEEECONF53024.2021.9733767"},{"key":"9_CR48","doi-asserted-by":"publisher","unstructured":"Huang, B., Foon Hew, K.: Implementing a theory-driven gamification model in higher education flipped courses: effects on out-of-class activity completion and quality of artifacts (2018). https:\/\/doi.org\/10.1016\/j.compedu.2018.06.018","DOI":"10.1016\/j.compedu.2018.06.018"},{"key":"9_CR49","unstructured":"Winanti, W., Abbas, B.S., Suparta, W., Heryadi, Y., Trisetyarso, A., Gaol, F.L.: Gamification framework for programming course in higher education, vol. 05, no. 02, pp. 2018\u20132021 (2020)"}],"container-title":["Communications in Computer and Information Science","Advanced Research in Technologies, Information, Innovation and Sustainability"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/link.springer.com\/content\/pdf\/10.1007\/978-3-032-16761-3_9","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2026,2,16]],"date-time":"2026-02-16T09:13:42Z","timestamp":1771233222000},"score":1,"resource":{"primary":{"URL":"https:\/\/link.springer.com\/10.1007\/978-3-032-16761-3_9"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2026]]},"ISBN":["9783032167606","9783032167613"],"references-count":49,"URL":"https:\/\/doi.org\/10.1007\/978-3-032-16761-3_9","relation":{},"ISSN":["1865-0929","1865-0937"],"issn-type":[{"value":"1865-0929","type":"print"},{"value":"1865-0937","type":"electronic"}],"subject":[],"published":{"date-parts":[[2026]]},"assertion":[{"value":"17 February 2026","order":1,"name":"first_online","label":"First Online","group":{"name":"ChapterHistory","label":"Chapter History"}},{"value":"ARTIIS","order":1,"name":"conference_acronym","label":"Conference Acronym","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"International Conference on Advanced Research in Technologies, Information, Innovation and Sustainability","order":2,"name":"conference_name","label":"Conference Name","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"Cartagena de Indias","order":3,"name":"conference_city","label":"Conference City","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"Colombia","order":4,"name":"conference_country","label":"Conference Country","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"2025","order":5,"name":"conference_year","label":"Conference Year","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"21 October 2025","order":7,"name":"conference_start_date","label":"Conference Start Date","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"23 October 2025","order":8,"name":"conference_end_date","label":"Conference End Date","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"5","order":9,"name":"conference_number","label":"Conference Number","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"artiis2025","order":10,"name":"conference_id","label":"Conference ID","group":{"name":"ConferenceInfo","label":"Conference Information"}},{"value":"https:\/\/artiis.org","order":11,"name":"conference_url","label":"Conference URL","group":{"name":"ConferenceInfo","label":"Conference Information"}}]}}