{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,2,10]],"date-time":"2026-02-10T07:23:36Z","timestamp":1770708216926,"version":"3.49.0"},"reference-count":10,"publisher":"MDPI AG","issue":"2","license":[{"start":{"date-parts":[[2020,6,23]],"date-time":"2020-06-23T00:00:00Z","timestamp":1592870400000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Informatics"],"abstract":"<jats:p>The aim of this Special Issue is to compile a set of research works that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. We have been fortunate to obtain a representative sample of the current research activity in this field.<\/jats:p>","DOI":"10.3390\/informatics7020020","type":"journal-article","created":{"date-parts":[[2020,6,23]],"date-time":"2020-06-23T04:51:16Z","timestamp":1592887876000},"page":"20","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":9,"title":["Gamification and Advanced Technology to Enhance Motivation in Education"],"prefix":"10.3390","volume":"7","author":[{"ORCID":"https:\/\/orcid.org\/0000-0001-5168-4500","authenticated-orcid":false,"given":"Rafael","family":"Molina-Carmona","sequence":"first","affiliation":[{"name":"Smart Learning Research Group, University of Alicante, 03690 Alicante, Spain"},{"name":"C\u00e1tedra Santander-UA de Transformaci\u00f3n Digital, University of Alicante, 03690 Alicante, Spain"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-2117-0784","authenticated-orcid":false,"given":"Fara\u00f3n","family":"Llorens-Largo","sequence":"additional","affiliation":[{"name":"Smart Learning Research Group, University of Alicante, 03690 Alicante, Spain"},{"name":"C\u00e1tedra Santander-UA de Transformaci\u00f3n Digital, University of Alicante, 03690 Alicante, Spain"}]}],"member":"1968","published-online":{"date-parts":[[2020,6,23]]},"reference":[{"key":"ref_1","doi-asserted-by":"crossref","unstructured":"Rojo, T., Gonz\u00e1lez-Lim\u00f3n, M., and Rodr\u00edguez-Ramos, A. (2019). Company\u2013University Collaboration in Applying Gamification to Learning about Insurance. Informatics, 6.","DOI":"10.3390\/informatics6030042"},{"key":"ref_2","doi-asserted-by":"crossref","unstructured":"Buzady, Z., and Almeida, F. (2019). FLIGBY\u2014A Serious Game Tool to Enhance Motivation and Competencies in Entrepreneurship. Informatics, 6.","DOI":"10.3390\/informatics6030027"},{"key":"ref_3","doi-asserted-by":"crossref","unstructured":"Cao, L., Peng, C., and Hansberger, J.T. (2019). Usability and Engagement Study for a Serious Virtual Reality Game of Lunar Exploration Missions. Informatics, 6.","DOI":"10.3390\/informatics6040044"},{"key":"ref_4","doi-asserted-by":"crossref","unstructured":"Constantinescu, T.I., and Devisch, O. (2020). Serious Games, Mental Images, and Participatory Mapping: Reflections on a Set of Enabling Tools for Capacity Building. Informatics, 7.","DOI":"10.3390\/informatics7010007"},{"key":"ref_5","doi-asserted-by":"crossref","unstructured":"Mart\u00edn-del Pozo, M., Garc\u00eda-Valc\u00e1rcel Mu\u00f1oz-Repiso, A., and Hern\u00e1ndez Mart\u00edn, A. (2019). Video Games and Collaborative Learning in Education? A Scale for Measuring In-Service Teachers\u2019 Attitudes towards Collaborative Learning with Video Games. Informatics, 6.","DOI":"10.3390\/informatics6030030"},{"key":"ref_6","doi-asserted-by":"crossref","unstructured":"Santana-Mancilla, P.C., Rodriguez-Ortiz, M.A., Garcia-Ruiz, M.A., Gaytan-Lugo, L.S., Fajardo-Flores, S.B., and Contreras-Castillo, J. (2019). Teaching HCI Skills in Higher Education through Game Design: A Study of Students\u2019 Perceptions. Informatics, 6.","DOI":"10.3390\/informatics6020022"},{"key":"ref_7","doi-asserted-by":"crossref","unstructured":"Antonaci, A., Klemke, R., and Specht, M. (2019). The Effects of Gamification in Online Learning Environments: A Systematic Literature Review. Informatics, 6.","DOI":"10.3390\/informatics6030032"},{"key":"ref_8","doi-asserted-by":"crossref","unstructured":"Borr\u00e1s-Gen\u00e9, O., Mart\u00ednez-N\u00fa\u00f1ez, M., and Mart\u00edn-Fern\u00e1ndez, L. (2019). Enhancing Fun Through Gamification to Improve Engagement in MOOC. Informatics, 6.","DOI":"10.3390\/informatics6030028"},{"key":"ref_9","doi-asserted-by":"crossref","unstructured":"Gallego-Dur\u00e1n, F.J., Villagr\u00e1-Arnedo, C.J., Satorre-Cuerda, R., Compa\u00f1-Rosique, P., Molina-Carmona, R., and Llorens-Largo, F. (2019). A Guide for Game-Design-Based Gamification. Informatics, 6.","DOI":"10.3390\/informatics6040049"},{"key":"ref_10","doi-asserted-by":"crossref","unstructured":"Corona Mart\u00ednez, D., and Real Garc\u00eda, J. (2019). Using Malone\u2019s Theoretical Model on Gamification for Designing Educational Rubrics. Informatics, 6.","DOI":"10.3390\/informatics6010009"}],"container-title":["Informatics"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/www.mdpi.com\/2227-9709\/7\/2\/20\/pdf","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,10,11]],"date-time":"2025-10-11T09:41:34Z","timestamp":1760175694000},"score":1,"resource":{"primary":{"URL":"https:\/\/www.mdpi.com\/2227-9709\/7\/2\/20"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2020,6,23]]},"references-count":10,"journal-issue":{"issue":"2","published-online":{"date-parts":[[2020,6]]}},"alternative-id":["informatics7020020"],"URL":"https:\/\/doi.org\/10.3390\/informatics7020020","relation":{},"ISSN":["2227-9709"],"issn-type":[{"value":"2227-9709","type":"electronic"}],"subject":[],"published":{"date-parts":[[2020,6,23]]}}}