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Your search keyword '"GAMIFICATION"' showing total 19 results
19 results on '"GAMIFICATION"'

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1. Game elements enhance engagement and mitigate attrition in online learning tasks.

2. Gamified learning in higher education: A systematic review of the literature.

3. From road distraction to safe driving: Evaluating the effects of boredom and gamification on driving behaviour, physiological arousal, and subjective experience.

4. An investigation of player motivations in Eyewire, a gamified citizen science project.

5. Examining the impact of gamification on intention of engagement and brand attitude in the marketing context.

6. Effect of tailored, gamified, mobile physical activity intervention on life satisfaction and self-rated health in young adolescent men: A population-based, randomized controlled trial (MOPO study).

7. A quantitative method for evaluating the complexity of implementing and performing game features in physically-interactive gamified applications.

8. Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model.

9. Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience.

10. Gamers, citizen scientists, and data: Exploring participant contributions in two games with a purpose.

11. Social network analysis of a gamified e-learning course: Small-world phenomenon and network metrics as predictors of academic performance.

12. Effectiveness of gamification in the engagement of students.

13. Design and evaluation of a gamified system for ERP training.

14. Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning.

15. A gamified collaborative course in entrepreneurship: Focus on objectives and tools.

16. Design and evaluation of a multi-sensory scaffolding gamification science course with mobile technology for learners with total blindness.

17. Why do people play games on mobile commerce platforms? An empirical study on the influence of gamification on purchase intention.

18. Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning.

19. Are applicants in favor of traditional or gamified assessment methods? Exploring applicant reactions towards a gamified selection method.

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