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110 results on '"GAMIFICATION"'

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1. Virtual Reality simulation and Video Lecture are Equally Effective in Abscess Incision Training: A Multicentre Randomised Controlled Trial.

2. Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment.

3. Development and Evaluation of a Serious Game on Pressure Injury Prevention for the Training of Patient Relatives: A Quasi-Experimental Study.

4. Gamified Intervention for Health Promotion of Families in Child Health Clinics — A Cluster Randomised Trial.

5. Gamification for Sustainable Development.

6. Live and Let Die - Battle Stories of Gamified Sustainable Consumption App Creators.

7. Gamification and Sustainable Water Use: The Case of the BLUTUBE Educational Program.

8. Gamification and Gaming in Cryptocurrency Education: A Survey with Cryptocurrency Investors and Potential Investors.

9. Punnett Farms: Developing An Immersive Educational Game-Based Platform for Learning Genetics.

10. Making a Better Future Using Simulation and Gaming.

11. Benevolent Transgressive Play in Dungeons & Dragons [D&D].

12. Quality of Evidence and Pedagogical Strategy in Using Gamification in Medical Education Literature: A Systematic Review.

13. Typologies and Features of Play in Mobile Games for Mental Wellbeing.

14. About Gamifying an Emotional Learning Companion to Teach Programming to Primary Education Students.

15. Improving Environmental Outcomes With Games: An Exploration of Behavioural and Technological Design and Evaluation Approaches.

16. On the Pre-Perception of Gamification and Game-Based Learning in Higher Education Students: A Systematic Mapping Study.

17. Change the Rules!

18. Machine learning and Serious Game for the Early Diagnosis of Alzheimer's Disease.

19. Modern Technologies and Gamification in Historical Education.

20. Battling With Books: The Gamification of an EFL Extensive Reading Class.

21. The Learning Process in Live-Action Simulation Games: The Impact of Personality, Motivation, Immersion, and Flow on Learning Outcome in a Simulation Game.

22. Learning Through Redesigning a Game in the STEM Classroom.

23. An Examination and Extension of the Theory of Gamified Learning: The Moderating Role of Goal Orientation.

24. Conscientiousness in Game-Based Learning.

25. Practicing CPR: A Qualitative Analysis of Resident Motivation.

26. The Role of Epistemic Curiosity in Game-Based Learning: Distinguishing Skill Acquisition From Adaptation.

27. Do Badges Affect Intrinsic Motivation in Introductory Programming Students?

28. PY-RATE ADVENTURES: A 2D Platform Serious Game for Learning the Basic Concepts of Programming With Python.

29. A 'KAHOOT!' Approach: The Effectiveness of Game-Based Learning for an Advanced Placement Biology Class.

30. Learner-Controlled Practice Difficulty and Task Exploration in an Active-Learning Gaming Environment.

31. A Prediction Market-Based Gamified Approach to Enhance Knowledge Sharing in Organizations.

32. The Gamification of Meditation: A Randomized-Controlled Study of a Prescribed Mobile Mindfulness Meditation Application in Reducing College Students' Depression.

33. Integrating a Serious Game Into Case-Based Learning.

34. Comparing Serious Games and Educational Simulations: Effects on Enjoyment, Deep Thinking, Interest and Cognitive Learning Gains.

35. Gamification Science, Its History and Future: Definitions and a Research Agenda.

36. On the Architecture of Game Science: A Rebuttal.

37. Game Science: Foundations and Perspectives.

38. Gamified Modules for an Introductory Statistics Course and Their Impact on Attitudes and Learning.

39. Details and Dynamics: Mental Models of Complex Systems in Game-Based Learning.

40. Adaptation of Gaming Features for Motivating Learners.

41. An Evaluation of Gamified Training: Using Narrative to Improve Reactions and Learning.

42. The Impact of Health-Related User Interface Sounds on Player Experience.

43. From Games to Gamification: A Classification of Rewards in World of Warcraft for the Design of Gamified Systems.

44. We’re Just Playing.

45. Governments Should Play Games.

46. Construct Development and Validation in Game-Based Research.

47. From Game Design to Service Design.

48. Improving Air Combat Maneuvering Skills Through Self-Study and Simulation-Based Practice.

49. The Way Forward for Simulation & Gaming (S&G).

50. Building Better Digital Badges.

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