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53 results on '"GAMIFICATION"'

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1. Gamification for Sustainable Development.

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

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

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

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

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

7. Making a Better Future Using Simulation and Gaming.

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

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

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

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

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

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

14. Modern Technologies and Gamification in Historical Education.

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

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

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

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

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

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

21. Conscientiousness in Game-Based Learning.

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

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

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

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

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

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

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

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

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

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

32. Game Science: Foundations and Perspectives.

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

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

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

36. Adaptation of Gaming Features for Motivating Learners.

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

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

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

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

41. We’re Just Playing.

42. Governments Should Play Games.

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

44. From Game Design to Service Design.

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

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

47. Building Better Digital Badges.

48. Keep It Simple.

49. An Empirical Test of the Theory of Gamified Learning: The Effect of Leaderboards on Time-on-Task and Academic Performance.

50. Developing a Theory of Gamified Learning: Linking Serious Games and Gamification of Learning.

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