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523 results on '"GAMIFICATION"'

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1. Empowering Educators and Engaging Students. Education Week. Spotlight

2. Does Gamified Training Get Results?

3. Play to Learn.

4. How Gamification Can Boost Employee Engagement.

5. Play to win: Enhancing customer engagement with gamification.

6. Virtual Reality as Therapy.

7. THE SHAPE OF THINGS TO COME.

10. Education. The Gamification of Coder Education.

11. BOOST YOUR RESISTANCE TO PHISHING ATTACKS.

12. Leveraging gamification for refining learner experience in online education.

13. Getting Ahead of the Game: Experiential Learning for Groundwater Governance in Ethiopia.

14. GAME OF TONGUES.

15. A Recipe for a Successful Program.

17. KEEPING YOUR CHILD HEALTHY AND ENGAGED OVER THE SUMMER.

18. MINECRAFT EDUCATION helps improve learners' coding and robotics skills.

19. Purdue University Researcher Publishes Findings in Human Factors and Ergonomics (Evaluating the Effectiveness of Game-Based Learning for Long-Term Knowledge Retention).

20. Data on Multimodal Technologies and Interaction Described by a Researcher at Tampere University (The Role of Audio Feedback and Gamification Elements for Remote Boom Operation).

21. The Effect of Breastfeeding Education Using the Card Game Method on Breastfeeding Success, Breastfeeding Self-efficacy and Satisfaction in Primiparous Mothers: A Randomized Controlled Trial.

22. Studies from European University Cyprus in the Area of Health and Medicine Described (Using Role Models and Game-Based Learning to Attract Adolescent Girls to STEM).

23. Researcher at University Sains Malaysia Targets Chemistry Education (STEM-PT Traveler, a game-based approach for learning elements of the periodic table: an approach for enhancing secondary school students' motivation for learning chemistry).

24. Studies Conducted at Islamic Azad University on Medical Science Recently Published (The Effect of Gamification and Uncertainty in Rewards on Elementary School Students: A Quasi-Experimental Study).

25. A Remotely - Applied Behaviorally- Designed Intervention Incorporating Gamification, Social Incentives, and Health Coaching to Improve Durability of Physical Therapy for Knee Osteoarthritis (ReAKTIV).

26. Iran University of Medical Sciences Researchers Add New Study Findings to Research in Surgical Technology (Design and Effect of Neurosurgical Educational Software Using Gamification on Students' Learning and Motivation).

27. Effects of Inductive Learning and Gamification on News Veracity Discernment (Updated June 20, 2024).

28. Study Results from University of Glasgow in the Area of Medical Education Published (Enhancing teaching and learning of evidence-based practice via game-based learning).

29. Reports from Tsinghua University Add New Data to Research in Neck Pain (Enhancing the Management of Non-Specific Neck Pain through Gamification: Design and Efficacy of a Health Application).

30. HOW HEALTH SYSTEMS ARE USING VIDEO GAMES FOR CONTINUING MEDICAL EDUCATION.

31. 2022 MEN'S HEALTH FITNESS AWARDS.

32. Serving Up Physical Therapy for Pickleball Players.

33. THE GAME IS ON: Gamifying Library Instruction, Usage, and Career Advancement.

34. How Libraries Can Leverage the Learning Potential of AR.

36. Guangzhou College of Commerce Reports Findings in Psychology (Investigating the influence of gamification on motivation and learning outcomes in online language learning).

37. Studies from National Institute of Fashion Technology Add New Findings in the Area of Sustainability Research (Gamification of Primary Education).

38. Research on Health and Medicine Reported by a Researcher at Chang Gung University (The gamification and development of a chatbot to promote oral self-care by adopting behavior change wheel for Taiwanese children).

39. Central University of Finance and Economics Reports Findings in Education (Enhancing ESG learning outcomes through gamification: An experimental study).

40. New Findings on Psychology from University of Jaen Summarized (Gamification In the Classroom: Kahoot! As a Tool for University Teaching Innovation).

41. Findings in the Area of CDC and FDA Reported from National Taiwan University of Science and Technology (Remote Blended Game-based Learning: Integrating Synchronous Game-based Learning With Asynchronous Inquiry-based Learning).

42. Using Gamification to Increase Visitors and Outdoor Engagement.

43. Air University Details Findings in Education and Information Technology (Game-based Learning In Metaverse: Virtual Chemistry Classroom for Chemical Bonding for Remote Education).

44. Study Data from University of Pennsylvania Update Understanding of Heart Attack (Effect of Gamification, Financial Incentives, or Both to Increase Physical Activity Among Patients at High Risk of Cardiovascular Events: The BE ACTIVE Randomized...).

45. Researchers Submit Patent Application, "MACHINE FEELING, AUTOMATED EMOTIONS, IMPULSIVE BEHAVIOR, AND GAMIFICATION OF DRAMA SYSTEM, METHOD & COMPUTER PROGRAM PRODUCT", for Approval (USPTO 20240104816).

46. U.S. Department of Education selects Legends of Learning platform for $8 million grant to study effectiveness of game-based learning in Florida as part of the Education Innovation and Research EIR grant program.

47. Study Findings from University of Malta Broaden Understanding of Psychology and Psychiatry (A Field Experiment On Gamification of Physical Activity - Effects On Motivation and Steps).

48. Playing Games with Quality Improvement.

49. Gamification nation.

50. Game over?: a review of gamification in information retrieval.

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