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280 results on '"GAMIFICATION"'

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

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

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

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

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

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

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

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

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

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

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

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

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

19. Pure Gamification: An Energy Case.

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

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

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

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

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

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

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

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

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

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

33. Unlock Financial Knowledge in Managers Through Games.

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

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

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

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

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

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

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

45. Using Gamification to Animate a Virtual Community.

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

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

48. Introducing Gamification in Introductory Programming Courses.

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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