Description:
[1] Abd-Alrazaq, A., Nashwan, A.J., Shah, Z., Abujaber, A., Alhuwail, D., Schneider,
J., AlSaad, R., Ali, H., Alomoush, W., Ahmed, A. and Aziz, S., 2024. Machine
Learning–Based Approach for Identifying Research Gaps: COVID-19 as a Case
Study. JMIR Formative Research, 8. Available from: https://doi.org/10.2196/
49411.
[2] Adams, S.P. and Du Preez, R., 2022. Supporting Student Engagement Through
the Gamification of Learning Activities: A Design-Based Research Approach.
Technology, Knowledge and Learning, 27(1), pp.119–138. Available from: https:
//doi.org/10.1007/s10758-021-09500-x.
[3] Alexov, S.V. and Didyk, A.V., 2023. Implementation of virtual and augmented reality technologies, game simulators for future specialists’ training. Transformative
economy, 3(03), pp.5–9. Available from: https://doi.org/10.32782/2786-8141/
2023-3-1.
[4] Alhumairi, A., Ebrahimi, R., Sahli, N. and Fakhrulddin, A., 2024. VR Simulation:
Advancing Practical Skills in Computer Science Education. In: K. Kilsa and
R.V. Basaiawmoit, eds. Proceedings of the European Conference on Games-based
Learning. Dechema e.V., vol. 18, pp.22–30. Available from: https://doi.org/10.
34190/ecgbl.18.1.2819.
[5] Barboutidis, G. and Stiakakis, E., 2023. Identifying the Factors to Enhance
Digital Competence of Students at Vocational Training Institutes. Technology,
Knowledge and Learning, 28(2), pp.613–650. Available from: https://doi.org/10.
1007/s10758-023-09641-1.
[6] Bozic, A.V., Hoic-Bozic, N. and Stancin, K., 2024. Technological Aspects of Gamification: Criteria for the Selection of Digital Tools and Platforms. In: M. F., ed.
Proceedings of the European Conference on e-Learning, ECEL. Academic Conferences and Publishing International Limited, vol. 23, pp.538–541.
[7] Castronovo, F., Zappe, S.E., Messner, J.I. and Leicht, R.M., 2015. Design of
a construction simulation educational game through a cognitive lens. ASEE
Annual Conference and Exposition, Conference Proceedings. American Society for
Engineering Education, vol. 122nd ASEE Annual Conference and Exposition:
Making Value for Society.
[8] Christiansson, P., 2005. Building management and ICT learning in civil engineering education. Proceedings of the 2005 asce international conference on computing
in civil engineering. pp.93–104.
[9] Deterding, S., Dixon, D., Khaled, R. and Nacke, L., 2011. From game design elements to gamefulness: defining "gamification". Proceedings of the
15th international academic mindtrek conference, pp.9–15. Available from:
https://doi.org/10.1145/2181037.2181040.
[10] Figg, C. and Jaipal-Jamani, K., 2018. Developing teacher knowledge about
gamification as an instructional strategy. Teacher Training and Professional
Development: Concepts, Methodologies, Tools, and Applications. IGI Global, vol. 3, pp.1215–1243. Available from: https://doi.org/10.4018/978-1-5225-5631-2.
ch056.
[11] Flores-Bueno, D., Limaymanta, C.H. and Uribe-Tirado, A., 2021. The gamification
in the development of information literacy from the perspective of university
students; [La gamificación en el desarrollo de la alfabetización informacional
desde la perspectiva de los estudiantes universitarios]. Revista Interamericana
de Bibliotecologia, 44(2). Available from: https://doi.org/10.17533/UDEA.RIB.
V44N2E342687.
[12] Guitert, M., Romeu, T. and Romero, M., 2023. How to Integrate Data Culture
in HE: A Teaching Experience in a Digital Competence Course. Higher Education Dynamics, 59, pp.245–265. Available from: https://doi.org/10.1007/
978-3-031-24193-2_10.
[13] Gupta, P. and Goyal, P., 2022. Is game-based pedagogy just a fad? A selfdetermination theory approach to gamification in higher education. International
Journal of Educational Management, 36(3), pp.341–356. Available from: https:
//doi.org/10.1108/IJEM-04-2021-0126.
[14] Ho, S.C. and Lee, P.J., 2024. Exploring the Impact of Gamified Learning Portfolio
on Student Engagement With Different Learning Motivations. Journal of Research
in Education Sciences, 69(3), pp.139–172. Available from: https://doi.org/10.
6209/JORIES.202409_69(3).0005.
[15] Humeniuk, T., Prosandieieva, L., Voronova, V., Nedzvetska, O., Chernihovets, T.
and Solomatova, V., 2022. The Effectiveness of Gamification Elements for the
Development of Future Culturologists’ Digital Competence. Journal of Curriculum
and Teaching, 11(6), pp.113–125. Available from: https://doi.org/10.5430/jct.
v11n6p113.
[16] Hung, A.C.Y., 2017. A critique and defense of gamification. Journal of Interactive
Online Learning, 15(1), pp.57–72.
[17] Kalua, A. and Jones, J., 2020. Epistemological framework for computer simulations in building science research: Insights from theory and practice. Philosophies,
5(4), p.30. Available from: https://doi.org/10.3390/philosophies5040030.
[18] Kivits, R.A. and Furneaux, C., 2013. BIM: Enabling sustainability and asset
management through knowledge management. The Scientific World Journal, 2013.
Available from: https://doi.org/10.1155/2013/983721.
[19] Li, S., Say, W. and Rao, S., 2024. Development of Virtual Tours for Understanding
the Built Environment of an Educational Building. Buildings, 14(5), p.1291.
Available from: https://doi.org/10.3390/buildings14051291.
[20] Mitchell, B. and Co, M.J., 2024. The Impact of Implementing Gamification
Elements on Motivation, Engagement and Academic Achievement. In: M. Boosey
and R. Hosseini, eds. Proceedings of the international conference on education
research, icer 2024. Academic Conferences International Limited, pp.184–193.
[21] Moutinho, G. and Azevedo, I., 2021. Gamification design in education: A case
study with moodle. Practical Perspectives on Educational Theory and Game
Development. IGI Global, pp.22–53. Available from: https://doi.org/10.4018/
978-1-7998-5021-2.ch002.
[22] Núñez-Naranjo, A., Sinailin-Peralta, J. and Morales-Urrutia, E., 2024. Gamification: From Motivation and Challenges to Improving Academic Performance in
Learning Mathematics. In: C. Montenegro, Á. Rocha and J.M. Cueva Lovelle, eds.
Management, Tourism and Smart Technologies. Cham: Springer Nature Switzerland, Lecture Notes in Networks and Systems, vol. 773, pp.106–113. Available
from: https://doi.org/10.1007/978-3-031-44131-8_11.
[23] Nyanchoka, L., Tudur-Smith, C., Porcher, R. and Hren, D., 2020. Key stakeholders’ perspectives and experiences with defining, identifying and displaying gaps in health research: A qualitative study. BMJ Open, 10(11). Available from:
https://doi.org/10.1136/bmjopen-2020-039932.
[24] Núñez, H.L., Guevara, C., Núñez, V.B. and Pérez, D.V., 2023. Analysis of
Gamification in b-Learning in University Higher Education: A Systematic Review
of the Literature. Journal of Higher Education Theory and Practice, 23(19), pp.29–
38. Available from: https://doi.org/10.33423/jhetp.v23i19.6674.
[25] Osuna-Acedo, S., 2021. Gamification and MOOCs. MOOCs and the Participatory
Challenge: From Revolution to Reality. Springer International Publishing, pp.89–
101. Available from: https://doi.org/10.1007/978-3-030-67314-7_6.
[26] Petr, K., Filip, J., Karel, K. and Jan, H., 2007. Technique of uncertainty and
sensitivity analysis for sustainable building energy systems performance calculations. IBPSA 2007 - International Building Performance Simulation Association
2007. pp.629–636.
[27] Prieto-Andreu, J.M., 2024. How to Avoid Negative Effects when Gamifying in
Education: Panoramic Review and Heuristic Approach towards an Instructional
Model; [Cómo Evitar Efectos Negativos al Gamificar en Educación: Revisión
Panorámica y Aproximación Heurística hacia un Modelo Instruccional]. Multidisciplinary Journal of Educational Research, 14(2), pp.244–266. Available from:
https://doi.org/10.17583/remie.11765.
[28] Siiman, L.A., Mäeots, M. and Pedaste, M., 2017. A Review of Interactive ComputerBased Tasks in Large-Scale Studies: Can They Guide the Development of an Instrument to Assess Students’ Digital Competence? In: D. Joosten-ten Brinke and
M. Laanpere, eds. Technology Enhanced Assessment. Cham: Springer International Publishing, Communications in Computer and Information Science, vol. 653,
pp.148–158. Available from: https://doi.org/10.1007/978-3-319-57744-9_13.
[29] Vanessa, E. and Robles, C., 2024. Effect of Gamification on the Development of
Digital Competencies of Regular Basic Education Teachers. International Journal
of Learning, Teaching and Educational Research, 23(11), pp.444–463. Available
from: https://doi.org/10.26803/ijlter.23.11.23.
[30] Vuorikari, R., Punie, Y., Carretero Gomez, S. and Van Den Brande, G., 2016.
DigComp 2.0: The Digital Competence Framework for Citizens. Update Phase 1:
the Conceptual Reference Model. (EUR 27948 EN). Publications Office of the
European Union. Available from: https://doi.org/10.2791/11517.
[31] Wang, H. and Zhai, Z., 2016. Advances in building simulation and computational
techniques: A review between 1987 and 2014. Energy and Buildings, 128,
pp.319–335. Available from: https://doi.org/10.1016/j.enbuild.2016.06.080.
[32] Zainuddin, Z., 2024. Integrating ease of use and affordable gamification-based instruction into a remote learning environment. Asia Pacific Education Review, 25(5),
pp.1261–1272. Available from: https://doi.org/10.1007/s12564-023-09832-6.
[33] Zweifel, G., 2017. Teaching building simulation to HVAC engineering bachelor
students. In: C.S. Barnaby and M. Wetter, eds. Building Simulation Conference
Proceedings. International Building Performance Simulation Association, vol. 2,
pp.1103–1110. Available from: https://doi.org/10.26868/25222708.2017.458.