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Your search keyword '"GAMIFICATION"' showing total 49 results

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49 results on '"GAMIFICATION"'

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1. Learning to be better at the game: Performance vs. completion contingent reward for game-based learning.

2. A game-based learning system based on octalysis gamification framework to promote employees' Japanese learning.

3. The impact of multimodal collaborative virtual environments on learning: A gamified online debate.

4. Need-supporting gamification in education: An assessment of motivational effects over time.

5. Students' learning performance and perceived motivation in gamified flipped-class instruction.

6. Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts.

7. Examining competitive, collaborative and adaptive gamification in young learners' math learning.

8. Assessing the benefits of gamification in mathematics for student gameful experience and gaming motivation.

9. Escape Addict: A digital escape room for the prevention of addictions and risky behaviors in schools.

10. Enhancing student's computational thinking skills with student-generated questions strategy in a game-based learning platform.

11. Evaluating a tactile and a tangible multi-tablet gamified quiz system for collaborative learning in primary education.

12. Enhancing student learning experience with technology-mediated gamification: An empirical study.

13. Applying game mechanics and student-generated questions to an online puzzle-based game learning system to promote algorithmic thinking skills.

14. An exploratory study of student engagement in gamified online discussions.

15. Guidelines for designing and using collaborative-competitive serious games.

16. 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.

17. Studies of student engagement in gamified online discussions.

18. Does gender stereotype threat in gamified educational environments cause anxiety? An experimental study.

19. Anter: Ant research institute – Three iterations of testing to develop an ant world in the palm of the hand.

20. Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools.

21. Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market.

22. Promoting art appreciation performances and behaviors in effective and joyful contexts: A two-tier test-based digital gaming approach.

23. Exploring students' learning support use in digital game-based math learning: A mixed-methods approach using machine learning and multi-cases study.

24. Gamification in higher education: The ECOn+ star battles.

25. Drawing the big picture of games in education: A topic modeling-based review of past 55 years.

26. The strength and direction of the difficulty adaptation affect situational interest in game-based learning.

27. Avatar customization orientation and undergraduate-course outcomes: Actual-self avatars are better than ideal-self and future-self avatars.

28. Enhancing EFL pre-service teachers' affordance noticing and utilizing with the Synthesis of Qualitative Evidence strategies: An exploratory study of a customizable virtual environment platform.

29. Leaderboards in an EFL course: Student performance and motivation.

30. On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking.

31. Engaging Asian students through game mechanics: Findings from two experiment studies.

32. Digital badges in afterschool learning: Documenting the perspectives and experiences of students and educators.

33. Designing digital game-based learning for professional upskilling: A systematic literature review.

34. Gamification in assessment: Do points affect test performance?

35. Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance.

36. A multilevel analysis of the effects of external rewards on elementary students' motivation, engagement and learning in an educational game.

37. An empirical study comparing gamification and social networking on e-learning.

38. Gamifying learning experiences: Practical implications and outcomes

39. Two decades of game concepts in digital learning environments – A bibliometric study and research agenda.

40. From top to bottom: How positions on different types of leaderboard may affect fully online student learning performance, intrinsic motivation, and course engagement.

41. Towards the successful game-based learning: Detection and feedback to misconceptions is the key.

42. Examining the characteristics of game-based learning: A content analysis and design framework.

43. The Co-Creative approach to digital simulation games in social science education.

44. The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system.

45. A web-based collaborative reading annotation system with gamification mechanisms to improve reading performance.

46. Gamification in the classroom: Examining the impact of gamified quizzes on student learning.

47. GAMESIT: A gamified system for information technology training.

48. To reward and beyond: Analyzing the effect of reward-based strategies in a MOOC.

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