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Your search keyword '"Gamification"' showing total 186 results

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186 results on '"Gamification"'

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1. Enablers and Difficulties in the Implementation of Gamification: A Case Study with Teachers

2. Enhancing Learning Engagement: A Study on Gamification's Influence on Motivation and Cognitive Load.

3. Innovative Methodologies in University Teaching: Pilot Experience of an Escape Room in Nursing Students.

4. Table Games as a Tool to Learn about Material Science in Engineering and Architecture Studies.

5. Gamification for Teaching Integrated Circuit Processing in an Introductory VLSI Design Course.

6. Model for Designing Gamified Experiences Mediated by a Virtual Teaching and Learning Environment.

7. Game on for Climate Action: Big Game Delivers Engaging STEM Learning.

8. Using Role Models and Game-Based Learning to Attract Adolescent Girls to STEM.

9. The Effect of Regular and Innovative Control Devices on Cultivating Creativity in a Game Creating Course in Primary School.

10. Gamifying Teacher Education with FantasyClass : Effects on Attitudes towards Physics and Chemistry among Preservice Primary Teachers.

11. An Active Learning Approach to Evaluate Networking Basics.

12. Navigating the Evolution of Game-Based Educational Approaches in Secondary STEM Education: A Decade of Innovations and Challenges.

13. Impact of Gamification on Motivation and Academic Performance: A Systematic Review.

14. Cohesive Online Education Model Using Emergent Technologies to Improve Accessibility and Impact.

15. A Generic Multilevel Structure for Educational Escape Rooms.

16. Development of Definitory and Classificatory Thinking in Geometry through Storytelling and GBL Activities.

17. Digital Game-Based Heritage Education: Analyzing the Potential of Heritage-Based Video Games.

18. Impact of Gamification on Students' Learning Outcomes and Academic Performance: A Longitudinal Study Comparing Online, Traditional, and Gamified Learning.

19. Design and Assessment of an Active Learning-Based Seminar.

20. Game and Simulation Stimulate Conceptual Change about Molecular Emergence in Different Ways, with Potential Cultural Implications.

21. H5P-Based Matching Game for Training Graphs of Internal Forces in Structural Analysis.

22. Game On, Reflection On: Reflection Diaries as a Tool for Promoting Reflection Skills in Geography Lessons.

23. Enhancing Education in Elementary Schools through Gamified Learning: Exploring the Impact of Kahoot! on the Learning Process.

24. Neuroscience-Based Information and Communication Technologies Development in Elementary School Mathematics through Games: A Case Study Evaluation.

25. Enhancing Learning Engagement: A Study on Gamification’s Influence on Motivation and Cognitive Load

26. Table Games as a Tool to Learn about Material Science in Engineering and Architecture Studies

27. A Current Overview of the Use of Learning Analytics Dashboards.

28. Effectiveness of GBL in the Engagement, Motivation, and Satisfaction of 6th Grade Pupils: A Kahoot! Approach.

29. Assessing EFL Students' Performance and Self-Efficacy Using a Game-Based Learning Approach.

30. Using Problem-Based Learning and Gamification as a Catalyst for Student Engagement in Data-Driven Engineering Education: A Report.

31. Assessing the Efficacy of Reflective Game Design: A Design-Based Study in Digital Game-Based Learning.

32. Innovative Strategies for Fostering Student Engagement and Collaborative Learning among Extended Curriculum Programme Students.

33. Is GBL Good for Teachers? A Game for Teachers on How to Foster Students' Self-Regulated Learning.

34. Use of a Gamified Platform to Improve Scientific Writing in Engineering Students.

35. Model for Designing Gamified Experiences Mediated by a Virtual Teaching and Learning Environment

36. Gamification for Teaching Integrated Circuit Processing in an Introductory VLSI Design Course

37. Gamifying Teacher Education with FantasyClass: Effects on Attitudes towards Physics and Chemistry among Preservice Primary Teachers

38. An Active Learning Approach to Evaluate Networking Basics

39. Impact of Gamification on Motivation and Academic Performance: A Systematic Review

40. Enhancing English Acquisition: Effects of among us Game-Based Gamification on Language Competence, Motivation, Attention, and Attitude towards the English Subject.

41. Educational Seismology through an Immersive Virtual Reality Game: Design, Development and Pilot Evaluation of User Experience.

42. Blue Is for Boys and Pink Is for Girls: How to Break Gender Stereotypes with a Videogame.

43. Does Gamification Make a Difference in Programming Education? Evaluating FGPE-Supported Learning Outcomes.

44. I DiG STEM: A Teacher Professional Development on Equitable Digital Game-Based Learning.

45. Adjusting the ChildProgramming Methodology to Educational Robotics Teaching and Debugging.

46. Can Video Games Promote Moral Cognition? Supporting Epistemic Play in Papers, Please through Dialogue.

47. A Generic Multilevel Structure for Educational Escape Rooms

48. Cohesive Online Education Model Using Emergent Technologies to Improve Accessibility and Impact

49. Impact of Gamification on Students’ Learning Outcomes and Academic Performance: A Longitudinal Study Comparing Online, Traditional, and Gamified Learning

50. Design and Assessment of an Active Learning-Based Seminar

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