Analysis of the pedagogical factors influencing the use and effectiveness of a game-based learning app from teachers’ perspectives
DOI:
https://doi.org/10.24059/olj.v30i3.4866Keywords:
game-based learning, app, satisfaction, efficacy, pre-university educationAbstract
This study sought to identify key determinants influencing teachers' satisfaction with the use of a game-based learning application in pre-university education. To achieve this objective, a comprehensive research methodology was employed, integrating components from three theoretical frameworks: the Information Systems Success Model (ISSM), the Technology Acceptance Model (TAM), and the Unified Theory of Acceptance and Use of Technology (UTAUT). The analysis utilized a triangulated approach, leveraging structural equation modeling through SmartPLS 2.0.M3. Empirical data were gathered from a sample of 212 Spanish educators. Results showed that participants were well disposed towards the app and positive about the use of a game-based learning app when its design was clearly curriculum oriented and delivered on the essential curricular elements of content, competences, and education in values. As a predictor of efficacy, participants also appreciated the connection between the challenges students overcame to use the app and the assessment criteria established in the curriculum. Finally, the results for factor invariance were met for the variable of gender but not for age in teachers aged over 45.
References
Abt, C. C. (1970). Serious games. The Viking Press.
Admiraal, W., Vermeulen, J., & Bulterman-Bos, J. (2020). Teaching with learning analytics: How to connect computer-based assessment data with classroom instruction? Technology, Pedagogy and Education, 29(5), 577–591. https://doi.org/10.1080/1475939X.2020.1825992
Al-Maroof, R. A. S., & Al-Emran, M. (2018). Students acceptance of Google Classroom: An exploratory study using PLS-SEM approach. International Journal of Emerging Technologies in Learning (iJET), 13(6), 112–123. https://doi.org/10.3991/ijet.v13i06.8275
Al-Maroof, R. S., Alhumaid, K., Akour, I., & Salloum, S. (2021). Factors that affect e-learning platforms after the spread of COVID-19: Post-acceptance study. Data, 6(5), 49. https://doi.org/10.3390/data6050049
Almohammadi, K., Hagras, H., Alghazzawi, D., & Aldabbagh, G. (2017). A survey of artificial intelligence techniques employed for adaptive educational systems within e-learning platforms. Journal of Artificial Intelligence and Soft Computing Research, 7(1), 47–64. https://doi.org/10.1515/jaiscr-2017-0004
Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. International Journal of Information and Learning Technology, 35(1), 56–79. https://doi.org/10.1108/IJILT02-2017-0009
Alshammari, S. H., Ali, M. B., & Rosli, M. S. (2016). The influences of technical support, self-efficacy and instructional design on the usage and acceptance of LMS: A comprehensive review. Turkish Online Journal of Educational Technology, 15(2), 116–125. https://eric.ed.gov/?id=EJ1096463
Andreu-Andrés, M. Á., & Labrador-Piquer, M. J. (2011). Formación del profesorado en metodologías y evaluación. Análisis cualitativo [Teacher training in methodologies and assessment: A qualitative analysis]. Revista de Investigación en Educación, 9(2), 236–245. https://hdl.handle.net/10251/29188
Araujo, I., & Carvalho, A. A. (2017). Empowering teachers to apply gamification. 2017 International Symposium on Computers in Education, SIIE 2017, 1–5. https://doi.org/10.1109/SIIE.2017.8259668
Asiri, M. J. (2019). Do teachers’ attitudes, perception of usefulness, and perceived social influences predict their behavioral intentions to use gamification in EFL classrooms? Evidence from the middle east. International Journal of Education and Practice, 7(3), 112–122. https://doi.org/10.18488/journal.61.2019.73.112.122
Attia, N. A., Baig, L., Marzouk, Y. I., & Khan, A. (2017). The potential effect of technology and distractions on undergraduate students’ concentration. Pakistan Journal of Medical Sciences, 33(4), 860–865. https://doi.org/10.12669/pjms.334.12560
Aydınlıyurt, E. T., Taşkın, N., Scahill, S., & Toker, A. (2021). Continuance intention in gamified mobile applications: A study of behavioral inhibition and activation systems. International Journal of Information Management, 61, Article 102414. https://doi.org/10.1016/j.ijinfomgt.2021.102414
Bandura, A. (1997). Self-efficacy: The exercise of control. W.H. Freeman.
Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2013). Engaging engineering students with gamification. In 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES) (pp. 1–8). IEEE. https://doi.org/10.1109/VS-GAMES.2013.6624228
Bayrak, C., & Liman-Kaban, A. (2024). Understanding the adoption and usage of gamified web tools by K-12 teachers in Turkey: A structural equation model. Education and Information Technologies. https://doi.org/10.1007/s10639-024-12825-6
Bernhardt, V. L. (2017). Data analysis for continuous school improvement (4th ed.). Routledge. https://doi.org/10.4324/9781315101026
Bollen, K. A. (1989). Structural equations with latent variables. John Wiley & Son.
Buabeng-Andoh, C. (2021). Exploring university students’ intention to use mobile learning: A research model approach. Education and Information Technologies, 26(1), 241–256. https://doi.org/10.1007/s10639-020-10267-4
Camino Carrasco, M. (2023). Reflexiones teóricas sobre aprendizaje basado en juegos versus gamificación y el uso de juegos de mesa en educación [Theoretical reflections on game-based learning versus gamification and the use of board games in education]. In C. Hervás-Gómez, G. L. Morales-Pérez, J. L. Belver, & I. Hevia Artime (Eds.), Aprender jugando: Gamificación, simulación y colaboración en el aula del siglo XXI (pp. 193–211). Dykinson.
Charitopoulos, A., Rangoussi, M., & Koulouriotis, D. (2020). On the use of soft computing methods in educational data mining and learning analytics research: A review of years 2010–2018. International Journal of Artificial Intelligence in Education, 30(3), 371–430. https://doi.org/10.1007/s40593-020-00200-8
Chau, C. L. (2014). Positive technological development for young children in the context of children’s mobile apps [Doctoral dissertation, Tufts University]. Tufts Digital Library. https://hdl.handle.net/10427/015153
Cheung, G. W., & Rensvold, R. B. (2002). Evaluating goodness-of-fit indexes for testing measurement invariance. Structural Equation Modeling: A Multidisciplinary Journal, 9(2), 233–255. https://doi.org/10.1207/S15328007SEM0902_5
Chin, W. W. (1998). The partial least squares approach to structural equation modeling. In G. A. Marcoulides (Ed.), Modern methods for business research (pp. 295–336). Lawrence Erlbaum Associates.
Chiong, C. (2011). Can mobile technology really make kids smarter? Early Childhood Matters, 117, 90–95.
Chiong, C., & Shuler, C. (2010). Learning: Is there an app for that? Investigations of young children’s usage and learning with mobile devices and apps. Joan Ganz Cooney Center at Sesame Workshop. https://joanganzcooneycenter.org/publication/learning-is-there-an-app-for-that/
Chocarro, R., Cortiñas, M., & Marcos-Matás, G. (2023). Teachers’ attitudes towards chatbots in education: A technology acceptance model approach considering the effect of social language, bot proactiveness, and users’ characteristics. Educational Studies, 49(2), 295–313. https://doi.org/10.1080/03055698.2020.1850426
Choi, H.-H., van Merriënboer, J. J. G., & Paas, F. (2014). Effects of the physical environment on cognitive load and learning: Towards a new model of cognitive load. Educational Psychology Review, 26(2), 225–244. https://doi.org/10.1007/s10648-014-9262-6
Choi, S. P. M., Lam, S. S., Li, K. C., & Wong, B. T. M. (2018). Learning analytics at low cost: At-risk student prediction with clicker data and systematic proactive interventions. Educational Technology & Society, 21(2), 273–290. https://doi.org/10.30191/ETS.201804_21(2).0022
Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 79–122. https://doi.org/10.3102/0034654315582065
Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319–340. https://doi.org/10.2307/249008
Castro, F. S. de. (2016). A gamification framework as a collaboration motivator for software development teams [Master’s thesis, Pontifícia Universidade Católica do Rio Grande do Sul]. TEDE PUCRS. https://tede2.pucrs.br/tede2/handle/tede/6843
DeLone, W. H., & McLean, E. R. (2003). The DeLone and McLean model of information systems success: A ten-year update. Journal of Management Information Systems, 19(4), 9–30. https://doi.org/10.1080/07421222.2003.11045748
Demirbilek, M., & Tamer, S. L. (2010). Math teachers’ perspectives on using educational computer games in math education. Procedia - Social and Behavioral Sciences, 9, 709–716. https://doi.org/10.1016/j.sbspro.2010.12.222
Ertmer, P. A., & Ottenbreit-Leftwich, A. T. (2010). Teacher technology change: How knowledge, confidence, beliefs, and culture intersect. Journal of Research on Technology in Education, 42(3), 255–284.
Fombona Cadavieco, J., Pascual Sevillano, M. A., & Vázquez-Cano, E. (2020). M-learning en niveles iniciales, rasgos didácticos de las apps educativas [M-learning in initial levels, didactic features of educational apps]. Campus Virtuales, 9(1), 17–27. https://uajournals.com/ojs/index.php/campusvirtuales/article/view/385
Gómez-Carrasco, C. J., Monteagudo-Fernández, J., Moreno-Vera, J. R., & Sainz-Gómez, M. (2020). Evaluation of a gamification and flipped-classroom program used in teacher training: Perception of learning and outcome. PLoS ONE, 15(7), 1–20. https://doi.org/10.1371/journal.pone.0236083
González González, C. S., & Mora, A. (2014). Methodological proposal for gamification in the computer engineering teaching. In 2014 International Symposium on Computers in Education (SIIE) (pp. 29–34). IEEE. https://doi.org/10.1109/SIIE.2014.7017700
González, C. S., & Blanco, F. (2008). Integrating an educational 3D game in Moodle. Simulation & Gaming, 39(3), 399–413. https://doi.org/10.1177/1046878108319585
Green, L. S., Hechter, R. P., Tysinger, P. D., & Chassereau, K. D. (2014). Mobile app selection for 5th through 12th grade science: The development of the MASS rubric. Computers and Education, 75, 65–71. https://doi.org/10.1016/j.compedu.2014.02.007
Hamari, J., & Nousiainen, T. (2015). Why do teachers use game-based learning technologies? The role of individual and institutional ICT readiness. In 2015 48th Hawaii International Conference on System Sciences (pp. 682–691). IEEE. https://doi.org/10.1109/HICSS.2015.88
Hirsh-Pasek, K., Zosh, J. M., Golinkoff, R. M., Gray, J. H., Robb, M. B., & Kaufman, J. (2015). Putting education in “educational” apps: Lessons from the science of learning. Psychological Science in the Public Interest, 16(1), 3–34. https://doi.org/10.1177/1529100615569721
Hossein-Mohand, H., Trujillo-Torres, J. M., Gómez-García, M., Hossein-Mohand, H., & Campos-Soto, A. (2021). Analysis of the use and integration of the flipped learning model, project-based learning, and gamification methodologies by secondary school mathematics teachers.
Hu, H., & Garimella, U. (2014). IPads for STEM teachers: A case study on perceived usefulness, perceived proficiency, intention to adopt, and integration in K-12 instruction. Journal of Educational Technology Development and Exchange, 7(1), 49–66. https://doi.org/10.18785/jetde.0701.04
Huber, B., Tarasuik, J., Antoniou, M. N., Garrett, C., Bowe, S. J., Kaufman, J., & Team, T. S. B. (2016). Young children’s transfer of learning from a touchscreen device. Computers in Human Behavior, 56, 56–64. https://doi.org/10.1016/j.chb.2015.11.010
Ifenthaler, D. (2021). Learning analytics for school and system management. In OECD digital education outlook 2021: Pushing the frontiers with artificial intelligence, blockchain and robots (pp. 161–172). OECD Publishing. https://doi.org/10.1787/589b283f-en
Jedel, I., & Palmquist, A. (2021). Teachers’ perception and adoption of a gamified blended learning implementation in upper secondary education. In M. Bujić, J. Koivisto, & J. Hamari (Eds.), Proceedings of the 5th International GamiFIN Conference (Vol. 2883, pp. 30–39). CEUR-WS.org.
Jong, M. S. (2019). Sustaining the adoption of gamified outdoor social enquiry learning in high schools through addressing teachers’ emerging concerns: A 3-year study. British Journal of Educational Technology, 50(3), 1275–1293. https://doi.org/10.1111/bjet.12767
Joo, Y. J., Park, S., & Lim, E. (2018). Factors influencing preservice teachers’ intention to use technology: TPACK, teacher self-efficacy, and technology acceptance model. Educational Technology & Society, 21(3), 48–59. https://www.jstor.org/stable/26458506
Kaimara, P., Fokides, E., Oikonomou, A., & Deliyannis, I. (2021). Potential barriers to the implementation of digital game-based learning in the classroom: Pre-service teachers’ views. Technology, Knowledge and Learning, 26(4), 825–844. https://doi.org/10.1007/s10758-021-09512-7
Kalogiannakis, M., & Papadakis, S. (2019). Evaluating pre-service kindergarten teachers’ intention to adopt and use tablets into teaching practice for natural sciences. International Journal of Mobile Learning and Organisation, 13(1), 113–127. https://doi.org/10.1504/IJMLO.2019.096479
Kamisli, H. (2019). On primary school teachers’ training needs in relation to game-based learning. International Journal of Curriculum and Instruction, 11(2), 285–296. http://ijci.wcci-international.org/index.php/IJCI/article/view/299
Kim, H. J., & Kim, B. H. (2017). Design of a creative and personality education program using a smart 3D printer. Journal of Advanced Information Technology and Convergence, 7(1), 1–9. https://doi.org/10.14801/JAITC.2017.7.1.1
King, W. R., & He, J. (2006). A meta-analysis of the technology acceptance model. Information & Management, 43(6), 740–755. https://doi.org/10.1016/j.im.2006.05.003
Kingsley, T. L., & Grabner-Hagen, M. M. (2015). Gamification: Questing to integrate content knowledge, literacy, and 21st-century learning. Journal of Adolescent and Adult Literacy, 59(1), 51–61. https://doi.org/10.1002/jaal.426
Kiryakova, G., Angelova, N., & Yordanova, L. (2014). Gamification in education. In Proceedings of the 9th International Balkan Education and Science Conference (pp. 1–6).
Kovanović, V., Mazziotti, C., & Lodge, J. M. (2021). Learning analytics for primary and secondary schools. Journal of Learning Analytics, 8(2), 1–5. https://doi.org/10.18608/jla.2021.7543
Lee, B. C., Yoon, J. O., & Lee, I. (2009). Learners’ acceptance of e-learning in South Korea: Theories and results. Computers & Education, 53(4), 1320–1329. https://doi.org/10.1016/j.compedu.2009.06.014
Lee, C.-Y., & Cherner, T. S. (2015). A comprehensive evaluation rubric for assessing instructional apps. Journal of Information Technology Education: Research, 14, 21–53. http://jite.org/documents/Vol14/JITEV14ResearchP021-053Yuan0700.pdf
Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 146–151. https://dialnet.unirioja.es/servlet/articulo?codigo=3714308
Lee, M. C. (2010). Explaining and predicting users’ continuance intention toward elearning: An extension of the expectation–confirmation model. Computers & Education, 54, 506–516. https://doi.org/10.1016/j.compedu.2009.09.002
Leem, J., & Sung, E. (2019). Teachers’ beliefs and technology acceptance concerning smart mobile devices for SMART education in South Korea. British Journal of Educational Technology, 50(2), 601–613. https://doi.org/10.1111/bjet.12612
Lévy, M., J.-P., Martín F. M. T., & Román G. M. V. (2006). Optimización según estructuras de covarianzas. [Optimization according to covariance structures]. In J.-P. Lévy M. & J. Varela M. (Dir.), Modelización con estructuras de covarianzas en ciencias sociales (pp. 11–30). Netbiblo.
Li, C., Dong, Z., Untch, R. H., & Chasteen, M. (2013). Engaging computer science students through gamification in an online social network-based collaborative learning environment. International Journal of Information and Education Technology, 3(1), 72–77. https://doi.org/10.7763/IJIET.2013.V3.237
Liu, C., Bano, M., Zowghi, D., & Kearney, M. (2021). Analysing user reviews of inquiry-based learning apps in science education. Computers & Education, 164, 1–14. https://doi.org/10.1016/j.compedu.2020.104119
Lockyer, L., Heathcote, E., & Dawson, S. (2013). Informing pedagogical action: Aligning learning analytics with learning design. American Behavioral Scientist, 57(10), 1439–1459. https://doi.org/10.1177/0002764213479367
Luo, Z. (2024). Factors contributing to teachers’ acceptance intention to gamified EFL tools: A scale development study. Educational Technology Research and Development, 72(2), 447–477. https://doi.org/10.1007/s11423-023-10249-6
Lynch, J., & Redpath, T. (2014). “Smart” technologies in early years literacy education: A meta-narrative of paradigmatic tensions in iPad use in an Australian preparatory classroom. Journal of Early Childhood Literacy, 14(2), 147–174. https://doi.org/10.1177/1468798412453150
Marín-Díaz, V., Morales-Díaz, M., & Reche-Urbano, E. (2020). Aprendizaje con videojuegos con realidad aumentada en educación primaria [Learning with video games with augmented reality in primary education]. Revista de Ciencias Sociales, 26(Número especial 2), 94–112. https://doi.org/10.31876/rcs.v26i0.34116
Matarirano, O., Panicker, M., Jere, N. R., & Maliwa, A. (2021). External factors affecting blackboard learning management system adoption by students: Evidence from a historically disadvantaged higher education institution in South Africa. South African Journal of Higher Education, 35(2), 188–206. https://doi.org/http://dx.doi.org/10.20853/35-2-4025
Matcha, W., Uzir, N. A., Gašević, D., & Pardo, A. (2020). A systematic review of empirical studies on learning analytics dashboards: A self-regulated learning perspective. IEEE Transactions on Learning Technologies, 13(2), 226–245. https://doi.org/10.1109/TLT.2019.2916802
Mee Mee, R. W., Shahdan, T. S. T., Ismail, M. R., Abd Ghani, K., Pek, L. S., Von, W. Y., Woo, A., & Rao, Y. S. (2020). Role of gamification in classroom teaching: Pre-service teachers’ view. International Journal of Evaluation and Research in Education, 9(3), 684–690. https://doi.org/10.11591/ijere.v9i3.20622
Morris, M. G., & Venkatesh, V. (2000). Age differences in technology adoption decisions: Implications for a changing work force. Personnel Psychology, 53(2), 375–403. https://doi.org/10.1111/j.1744-6570.2000.tb00206.x
Mumtaz, S. (2000). Factors affecting teachers’ use of information and communications technology: A review of the literature. Journal of Information Technology for Teacher Education, 9(3), 319–342. https://doi.org/10.1080/14759390000200096
Papadakis, S., & Kalogiannakis, M. (2017). Mobile educational applications for children: What educators and parents need to know. International Journal of Mobile Learning and Organisation, 11(3), 256–277. https://doi.org/10.1504/IJMLO.2017.085338
Shiota, S., & Abe, M. (2015, July 21–24). A study on teacher training to incorporate gamification in class design: Program development and implementation in a teacher training course [Paper presentation]. IADIS International Conference on e-Learning, Las Palmas de Gran Canaria, Spain. https://eric.ed.gov/?id=ED562476
Shoukry, L., Sturm, C., & Galal-Edeen, G. H. (2012). Pre-MEGa: A proposed framework for the design and evaluation of preschoolers’ mobile educational games. Proceedings of The International Conference on Engineering Education, Instructional Technology, Assessment, and E-learning (EIAE 12), 385–390. http://doi.org/10.1007/978-3-319-06773-5_52
Smith, N. (2018). Integrating gamification into mathematics instruction: A qualitative exploratory case study on the perceptions of teachers at the fourth and fifth grade level [Doctoral dissertation, William Howard Taft University]. ERIC. https://eric.ed.gov/?id=ED608250
Tandon, U. (2021). Factors influencing adoption of online teaching by school teachers: A study during COVID-19 pandemic. Journal of Public Affairs, 21(4), e2503. https://doi.org/10.1002/pa.2503
Tenório, K., Dermeval, D., Monteiro, M., Peixoto, A., & Pedro, A. (2020). Raising teachers empowerment in gamification design of adaptive learning systems: A qualitative research. In I. I. Bittencourt, M. Cukurova, K. Muldner, R. Luckin, & E. Millán (Eds.), Artificial intelligence in education: 21st International Conference, AIED 2020, proceedings, Part I (Lecture Notes in Computer Science, Vol. 12163, pp. 524–536). Springer.
Teo, T., & Noyes, J. (2011). An assessment of the influence of perceived enjoyment and attitude on the intention to use technology among pre-service teachers: A structural equation modeling approach. Computers and Education, 57, 1645–1653. https://doi.org/10.1016/j.compedu.2011.03.002
Tibakanya, J. (2023). Investigating teachers’ Acceptance of Techno-Pedagogy in a competency-based curriculum: A UTAUT model analysis. American Journal of Education and Information Technology, 7(2), 59–70. https://doi.org/10.11648/j.ajeit.20230702.12
Triantafyllou, S. A., Georgiadis, C., & Sapounidis, T. (2025). Gamification in education and training: A literature review. International Review of Education, 71(4), 483–517. https://doi.org/10.1007/s11159-024-10111-8
Valencia, D. C., & Betancur Duque, F. A. (2023). Technology acceptance model (TAM): A study of teachers’ perception of the use of serious games in higher education. IEEE Revista Iberoamericana de Tecnologías del Aprendizaje, 18(1), 123–129. https://doi.org/10.1109/RITA.2023.3250586
Vanduhe, V. Z., Nat, M., & Hasan, H. F. (2020). Continuance intentions to use gamification for training in higher education: Integrating the technology acceptance model (TAM), social motivation, and task technology fit (TTF). IEEE Access, 8, 21473–21484. https://doi.org/10.1109/ACCESS.2020.2966179
Van Deursen, A. J. A. M., Allouch, S. B., & Ruijter, L. P. (2016). Tablet use in primary education: Adoption hurdles and attitude determinants. Education and Information Technologies, 21(5), 971–990. https://doi.org/10.1007/s10639-014-9363-3
Vázquez-Cano, E., Quero-Gervilla, M., Díez-Arcón, P., & Pascual-Moscoso, C. (2023). Analysis of digital sustainability factors in the adoption of learning apps in primary and secondary education. Edutec. Revista Electrónica De Tecnología Educativa, 83, 24–40. https://doi.org/10.21556/edutec.2023.83.2715
Vázquez-Cano, E., Quero-Gervilla, M., Quicios-García, M.-P., & López-Meneses, E. (2024). The psycho-social impact of video games on K12 Spanish students. Journal of New Approaches in Educational Research, 13, Article 14. https://doi.org/10.1007/s44322-024-00014-9
Vázquez-Cano, E., Quicios-García, M. P., Fombona, J., & Rodríguez-Arce, J. (2023). Latent factors on the design and adoption of gamified apps in primary education. Education and Information Technologies, 28, 15093–15123. https://doi.org/10.1007/s10639-023-11797-3
Vázquez-Cano, E., Ramírez-Hurtado, J. M., Díez-Arcón, P., & Pascual-Moscoso, C. (2022). Academic and social behaviour profile of the primary school students who possess and play video games. Child Indicators Research, 16, 227–245. https://doi.org/10.1007/s12187-022-09975-9
Vázquez-Cano, E., & Sevillano, M.ª L. (2021). Gamificación en el aula [Gamification in the classroom]. McGrawHill.
Vázquez-Ramos, F. J. (2021). Una propuesta para gamificar paso a paso sin olvidar el currículum: Modelo Edu-Game [A proposal to gamify step by step without forgetting the curriculum: Edu-Game model]. Retos, 39, 811–819. https://doi.org/10.47197/retos.v0i39.76808
Vrcelj, A., Hoić-Božić, N., & Dlab, M. H. (2023). Use of gamification in primary and secondary education: A systematic literature review. International Journal of Educational Methodology, 9(1), 13–27. https://doi.org/10.12973/ijem.9.1.13
Walker, H. (2011). Evaluating the effectiveness of apps for mobile devices. Journal of Special Education Technology, 26(4), 59–63. https://doi.org/10.1177/016264341102600405
Wartella, E. (2015). Educational apps: What we do and do not know. Psychological Science in the Public Interest, 16(1), 1–2. https://doi.org/10.1177/1529100615578662
Welbers, K., Konijn, E., Burgers, C., Bij de Vaate, N., Eden, A., & Brugman, B. (2019). Gamification as a tool for engaging student learning: A field experiment with a gamified app. E-Learning and Digital Media, 16, 92–109.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Esteban Vázquez-Cano, Paz Díez-Arcón, Carolina Pascual-Moscoso, Mercedes Quero-Gervilla

This work is licensed under a Creative Commons Attribution 4.0 International License.
As a condition of publication, the author agrees to apply the Creative Commons – Attribution International 4.0 (CC-BY) License to OLJ articles. See: https://creativecommons.org/licenses/by/4.0/.
This licence allows anyone to reproduce OLJ articles at no cost and without further permission as long as they attribute the author and the journal. This permission includes printing, sharing and other forms of distribution.
Author(s) hold copyright in their work, and retain publishing rights without restrictions

