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280 results on '"GAMIFICATION"'

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1. A Video Game to Help the Fight Against the Vicious Tapeworm in Africa.

2. The Application of Games to Engage Citizens in Climate Change Policy Development.

3. Fostering Self-Regulation, Motivation, and Creativity Through Gamification Software iWrite.

4. Investigating Inclusivity in Game-Based Learning: Current Practices and Multistakeholder Perspectives.

5. Teaching with Business Simulation Games: Identifying and Overcoming Hurdles to Adoption.

6. Experimenting with GAME OVER to Create Processes of Reflection and Academic Inquiry.

7. Designing GBL for Higher Education: Pitfalls & Recommendations.

8. The Design, Implementation and Evaluation of Gamified Immersive Virtual Reality (IVR) for Learning: A Review of Empirical Studies.

9. Digital Educational Escape Rooms for Social Entrepreneurship: Identifying Design Choices for Educational Impact.

10. Fostering Employability Skills for Engineers With Serious Games: A Gamified GBL Concept.

11. Design and Development of a Gamified Tutorial for iVR Serious Games.

12. Games-Based Learning in Business Management Programmes: A Reflective Analysis of Students' Experience.

13. Turning Grey to Green: Engaging Gamification in Sustainability Education With Augmented Reality Technology.

14. The Effects of Gamifying Mathematics Lessons at High School Level.

15. Unpacking Student Perceptions of Board Game Mechanics.

16. Applying Design Research for Cross-Disciplinary Collaboration: Experiences From a Gamification Process.

17. Science4Exitschool: Escape Games for Chemistry Classes.

18. Pure Gamification: An Energy Case.

19. Room2Educ8: A Conceptual Framework for Designing Educational Escape Rooms.

20. Game-based Learning. A tool that Enhances the Collaborative Work: A Case study of Undergraduate Students.

21. Modelling Core Personality Traits Behaviours in a Gamified Escape Room Environment.

22. Gamification of Strategic Thinking: Using a digital Board Game on Steam.

23. Students' Learning Experience in Online Games-Based Sex Education in Thai Secondary Schools.

24. NanoDoc: Designing an Adaptive Serious Game for Programming with Working Examples Support.

25. Climate Adaptation as an Economic Challenge: Finding Business Strategies by Game-based Learning.

26. Pedagogical Foundation to Promote Students' Engagement and Creativity While Co-creating a Music Learning Game.

27. Inclusive AR-games for Education of Deaf Children: Challenges and Opportunities.

28. How to Welcome First-year Students: Best Practice of a Gamified Orientation Day.

29. Evaluation of Empirically Collected Feedback from a Simulation Game for Digitalised Production.

30. Player perceptions of informal learning in non-educational games.

31. Gamification in Cybersecurity Education; the RAD-SIM Framework for Effective Learning.

32. The Project Win GameTM: A Serious Game for Project Management Simulation.

33. Gamification for the Development of Competencies in Tec21 Based on Mixed Reality.

34. Unlock Financial Knowledge in Managers Through Games.

35. Can We Detect Non-playable Characters' Personalities Using Machine and Deep Learning Approaches?

36. Climate4Kids: A Gamified App Teaching about Climate Change.

37. ARtales: AR Mobile Application Using Transformative Learning Through Aesthetic Experience - First Evaluation.

38. SynErGame - Gamified Knowledge Building on Synchronizing Energy Supply and Energy Demand.

39. Pre-service Teachers' Player Types and Their Relation to Selfefficacy With Digital Media.

40. Puzzle‐Based Games as a Metaphor for Designing in Situ Learning Activities.

41. Application of the Principles of Gamification to Facilitate Acquisition of Self‐Management Skills in Young People With Long‐ Term Medical Conditions.

42. Motivation and Manipulation: A Gamification Approach to Influencing Undergraduate Attitudes in Computing.

43. Gamification and Intelligent Feedback Mechanisms for a Division Learning Tool.

44. Using Gamification to Animate a Virtual Community.

45. The Effects of Gamification on Student Attendance and Team Performance in a Third‐Year Undergraduate Game Production Module.

46. Development and Assessment of a Card Game for Learning Ionic Compound Solubility.

47. Introducing Gamification in Introductory Programming Courses.

48. Interactive Storytelling Experience for Museums in the era of COVID-19.

49. Facing your fears: Design of a VR tool for Usage Within Exposure Therapy for Patients with Social Anxiety Disorders Combined with Selected Game-Based Elements.

50. Investigating the Effects of Social Gameplay Elements in Gamifying Online Classes.

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