How to cite this paper
Khasawneh, M. (2024). Beyond digital platforms: Gamified skill development in real-world scenarios and environmental variables.International Journal of Data and Network Science, 8(1), 213-220.
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Al-Jubari, I., Mosbah, A., & Anor Salim, F. A. B. (2023). Motivational and attitudinal determinants of entrepreneurial in-tention: Hospitality and tourism students’ perspectives. Journal of Hospitality & Tourism Education, 35(2), 97-107. https://doi.org/10.1080/10963758.2021.1963747
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Cant, R. P., & Cooper, S. J. (2010). Simulation‐based learning in nurse education: systematic review. Journal of advanced nursing, 66(1), 3-15. https://doi.org/10.1111/j.1365-2648.2009.05240.x
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Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. using game-design elements in non-gaming contexts. In CHI'11 extended abstracts on human factors in computing systems (pp. 2425-2428). https://doi.org/10.1145/1979742.1979575
Fournier, H., & Kop, R. (2010, July). Researching the design and development of a Personal Learning Environment. In PLE Conference (pp. 6-8). https://www.researchgate.net/publication/48446699
Gu, B., Wang, H., Chen, Z., Jiang, S., Zhu, W., Liu, M., ... & Bi, J. (2015). Characterization, quantification and manage-ment of household solid waste: A case study in China. Resources, Conservation and Recycling, 98, 67-75.
Hamari, J., & Koivisto, J. (2014). Measuring flow in gamification: Dispositional flow scale-2. Computers in Human Be-havior, 40, 133-143. https://doi.org/10.1016/j.chb.2014.07.048
Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does gamification work?--a literature review of empirical studies on gamification. In 2014 47th Hawaii international conference on system sciences (pp. 3025-3034). Ieee. 10.1109/HICSS.2014.377
Herrington, J., Oliver, R., & Reeves, T. C. (2003). Patterns of engagement in authentic online learning environ-ments. Australasian Journal of Educational Technology, 19(1). https://doi.org/10.14742/ajet.1701
Hoffmann, A. L. (2019). Where fairness fails: data, algorithms, and the limits of antidiscrimination dis-course. Information, Communication & Society, 22(7), 900-915. https://doi.org/10.1080/1369118X.2019.1573912
Hofstede, G. (2001). Culture's consequences: Comparing values, behaviors, institutions and organizations across nations. sage.
Kizilcec, R. F., Saltarelli, A. J., Reich, J., & Cohen, G. L. (2017). Closing global achievement gaps in MOOCs. Science, 355(6322), 251-252. 10.1126/science.aag2063
Kolb, A. Y., & Kolb, D. A. (2005). Learning styles and learning spaces: Enhancing experiential learning in higher educa-tion. Academy of management learning & education, 4(2), 193-212. https://doi.org/10.5465/amle.2005.17268566
Pascarella, E. T., & Terenzini, P. T. (2005). How College Affects Students: A Third Decade of Research. Volume 2. Jossey-Bass, An Imprint of Wiley. 10475 Crosspoint Blvd, Indianapolis, IN 46256.
Savery, J. R., & Duffy, T. M. (1995). Problem based learning: An instructional model and its constructivist frame-work. Educational technology, 35(5), 31-38.
Vygotsky, L. S. (1978). The role of play in development.
Zamberi Ahmad, S. (2011). Evidence of the characteristics of women entrepreneurs in the Kingdom of Saudi Arabia: An empirical investigation. International journal of gender and entrepreneurship, 3(2), 123-143.
Al-Fraihat, D., Joy, M., & Sinclair, J. (2020). Evaluating E-learning systems success: An empirical study. Computers in human behavior, 102, 67-86. https://doi.org/10.1016/j.chb.2019.08.004
Al-Jubari, I., Mosbah, A., & Anor Salim, F. A. B. (2023). Motivational and attitudinal determinants of entrepreneurial in-tention: Hospitality and tourism students’ perspectives. Journal of Hospitality & Tourism Education, 35(2), 97-107. https://doi.org/10.1080/10963758.2021.1963747
Al-Samarraie, H. (2019). A scoping review of videoconferencing systems in higher education: Learning paradigms, oppor-tunities, and challenges. International Review of Research in Open and Distributed Learning, 20(3). https://doi.org/10.19173/irrodl.v20i4.4037
Alenezi, H., Cam, M. E., & Edirisinghe, M. (2019). Experimental and theoretical investigation of the fluid behavior dur-ing polymeric fiber formation with and without pressure. Applied Physics Reviews, 6(4).
Alghamdi, A., Karpinski, A. C., Lepp, A., & Barkley, J. (2020). Online and face-to-face classroom multitasking and aca-demic performance: Moderated mediation with self-efficacy for self-regulated learning and gender. Computers in Hu-man Behavior, 102, 214-222. https://doi.org/10.1016/j.chb.2019.08.018
Aljaber, A. (2018). E-learning policy in Saudi Arabia: Challenges and successes. Research in comparative and interna-tional education, 13(1), 176-194. https://doi.org/10.1177/1745499918764147
Cant, R. P., & Cooper, S. J. (2010). Simulation‐based learning in nurse education: systematic review. Journal of advanced nursing, 66(1), 3-15. https://doi.org/10.1111/j.1365-2648.2009.05240.x
Deci, E. L., & Ryan, R. M. (1985). The general causality orientations scale: Self-determination in personality. Journal of research in personality, 19(2), 109-134. https://doi.org/10.1016/0092-6566(85)90023-6
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. using game-design elements in non-gaming contexts. In CHI'11 extended abstracts on human factors in computing systems (pp. 2425-2428). https://doi.org/10.1145/1979742.1979575
Fournier, H., & Kop, R. (2010, July). Researching the design and development of a Personal Learning Environment. In PLE Conference (pp. 6-8). https://www.researchgate.net/publication/48446699
Gu, B., Wang, H., Chen, Z., Jiang, S., Zhu, W., Liu, M., ... & Bi, J. (2015). Characterization, quantification and manage-ment of household solid waste: A case study in China. Resources, Conservation and Recycling, 98, 67-75.
Hamari, J., & Koivisto, J. (2014). Measuring flow in gamification: Dispositional flow scale-2. Computers in Human Be-havior, 40, 133-143. https://doi.org/10.1016/j.chb.2014.07.048
Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does gamification work?--a literature review of empirical studies on gamification. In 2014 47th Hawaii international conference on system sciences (pp. 3025-3034). Ieee. 10.1109/HICSS.2014.377
Herrington, J., Oliver, R., & Reeves, T. C. (2003). Patterns of engagement in authentic online learning environ-ments. Australasian Journal of Educational Technology, 19(1). https://doi.org/10.14742/ajet.1701
Hoffmann, A. L. (2019). Where fairness fails: data, algorithms, and the limits of antidiscrimination dis-course. Information, Communication & Society, 22(7), 900-915. https://doi.org/10.1080/1369118X.2019.1573912
Hofstede, G. (2001). Culture's consequences: Comparing values, behaviors, institutions and organizations across nations. sage.
Kizilcec, R. F., Saltarelli, A. J., Reich, J., & Cohen, G. L. (2017). Closing global achievement gaps in MOOCs. Science, 355(6322), 251-252. 10.1126/science.aag2063
Kolb, A. Y., & Kolb, D. A. (2005). Learning styles and learning spaces: Enhancing experiential learning in higher educa-tion. Academy of management learning & education, 4(2), 193-212. https://doi.org/10.5465/amle.2005.17268566
Pascarella, E. T., & Terenzini, P. T. (2005). How College Affects Students: A Third Decade of Research. Volume 2. Jossey-Bass, An Imprint of Wiley. 10475 Crosspoint Blvd, Indianapolis, IN 46256.
Savery, J. R., & Duffy, T. M. (1995). Problem based learning: An instructional model and its constructivist frame-work. Educational technology, 35(5), 31-38.
Vygotsky, L. S. (1978). The role of play in development.
Zamberi Ahmad, S. (2011). Evidence of the characteristics of women entrepreneurs in the Kingdom of Saudi Arabia: An empirical investigation. International journal of gender and entrepreneurship, 3(2), 123-143.