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Your search keyword '"GAMIFICATION"' showing total 41 results
41 results on '"GAMIFICATION"'

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1. Reinforcement learning with foregone payoff information in normal form games.

2. The improvements propositions for players' engagement and sustainable behaviors in managerial games.

3. The effect of a home-based, gamified stability skills intervention on 4-5-year-old children's physical and cognitive outcomes: A pilot study.

4. The design and evaluation of an AR-based serious game to teach programming.

5. Cold play: Learning across bimatrix games.

6. Analysis of design patterns for educational application development: Serious Games.

7. Game elements enhance engagement and mitigate attrition in online learning tasks.

8. A game-based learning system based on octalysis gamification framework to promote employees' Japanese learning.

9. Learning to be better at the game: Performance vs. completion contingent reward for game-based learning.

10. Analyzing the Factors that Influence Learning Experience through Game Based Learning using Visual Novel Game for Learning Pancasila.

11. A Web-Based Gamification Program to Improve Nutrition Literacy in Families of 3- to 5-Year-Old Children: The Nutriscience Project.

12. A framework for gamification in the metaverse era: How designers envision gameful experience.

13. Gamified learning in higher education: A systematic review of the literature.

14. Cities and the politics of gamification.

15. Guidelines for designing and using collaborative-competitive serious games.

16. The effectiveness of an Instagram-based educational game in a Bachelor of Nursing course: An experimental study.

17. From road distraction to safe driving: Evaluating the effects of boredom and gamification on driving behaviour, physiological arousal, and subjective experience.

18. An investigation of player motivations in Eyewire, a gamified citizen science project.

19. Examining the impact of gamification on intention of engagement and brand attitude in the marketing context.

20. Effect of tailored, gamified, mobile physical activity intervention on life satisfaction and self-rated health in young adolescent men: A population-based, randomized controlled trial (MOPO study).

21. A quantitative method for evaluating the complexity of implementing and performing game features in physically-interactive gamified applications.

22. Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model.

23. Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience.

24. Gamers, citizen scientists, and data: Exploring participant contributions in two games with a purpose.

25. Developing a more engaging safety training in agriculture: Gender differences in digital game preferences.

26. Social network analysis of a gamified e-learning course: Small-world phenomenon and network metrics as predictors of academic performance.

27. Effectiveness of gamification in the engagement of students.

28. Design and evaluation of a gamified system for ERP training.

29. Simulation-games for Learning Conducive Workplaces: A Case Study for Manual Assembly.

30. Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning.

31. A gamified collaborative course in entrepreneurship: Focus on objectives and tools.

32. Design and evaluation of a multi-sensory scaffolding gamification science course with mobile technology for learners with total blindness.

33. Why do people play games on mobile commerce platforms? An empirical study on the influence of gamification on purchase intention.

34. Effectiveness of serious games in nurse education: A systematic review.

35. Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning.

36. Two decades of game concepts in digital learning environments – A bibliometric study and research agenda.

37. Towards the successful game-based learning: Detection and feedback to misconceptions is the key.

38. Targeting social learning and engagement: What serious games and gamification can offer to participatory modeling.

39. Examining the characteristics of game-based learning: A content analysis and design framework.

40. Are applicants in favor of traditional or gamified assessment methods? Exploring applicant reactions towards a gamified selection method.

41. Can games change children's eating behaviour? A review of gamification and serious games.

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