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Your search keyword '"GAMIFICATION"' showing total 76 results
76 results on '"GAMIFICATION"'

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1. ImGame Project: A Comprehensive Theory of Immersive Aesthetics and Innovation in Serious Gaming

2. Applying Game-Related Methods in the Writing Classroom: A Scoping Review

3. An Educational Game to Learn Picking Techniques in Warehousing – WareMover.

4. Transmedia skill derived from the process of converting films into educational games with augmented reality and artificial intelligence.

5. Gamification in Mobile Applications: The Regulation of Children's Course Games by Commensurability Education System.

6. The use of digital games in academic maritime education: a theoretical framework and practical applications.

7. Playing it right: Empirical validation of the Gamertype scale for game-based learning in higher education.

8. H5P-Based Matching Game for Training Graphs of Internal Forces in Structural Analysis.

9. Rol Jokoak Lehen Hezkuntzan.

10. The Use of Educational Games to Promote Learning in Geology: Conceptions of Middle and Secondary School Teachers.

11. Predictors of Flow Experience and Knowledge Acquisition in a STEM Game.

12. More than just fun and games: The role of games in postsecondary education to support self‐regulated learning.

13. Playing games by maximizing the positive impacts among the negative impacts in science learning.

14. Using Games to Build Social Emotional Learning Skills.

15. Efficacy of the 4F Feedback Model: A Game-Based Assessment in University Education.

16. Comparing the Effectiveness of Video-Based Learning and Game-Based Learning Using Teacher-Authored Video Games for Online Software Engineering Education.

17. Game-Based Learning: Enhancing Student Experience, Knowledge Gain, and Usability in Higher Education Programming Courses.

18. Off-the-shelf games and serious games in skills development: a systematic literature review (2017-2021).

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

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

21. Games and Gamification in Academic Libraries

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

23. Learning Safety Through Public Serious Games: A Study of “Prepare for Impact” on a Very Large, International Sample of Players.

24. Digital Inquiry Through Games.

25. Gamification-as-Innovation: A Review.

26. SERIOUS GAMES DESIGN FOR CONTEXTUAL LEARNING IN COMPLIANCE.

27. Intrinsic integration in learning games and virtual instruction.

28. Let's cut to commercial: where research, evaluation, and design of learning games should go next.

29. Designing Narrative-Focused Role-Playing Games for Visualization Literacy in Young Children.

30. iPlus a User-Centered Methodology for Serious Games Design.

31. Escape rooms as tools for climate change education: an exploration of initiatives.

32. THE EFFECTIVENESS OF A FULLY GAMIFIED PROGRAMMING COURSE AFTER COMBINING WITH SERIOUS GAMES.

33. GAMES AND COMPETITIONS TO TRANSFORM AN ENGLISH FOR SPECIFIC PURPOSES CLASS INTO STUDENT-CENTERED.

34. Codifying Game-Based Learning: Development and Application of LEAGUÊ Framework for Learning Games.

35. From Learning Game to Adaptive Ubiquitous Game Based Learning.

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

38. Gamifying The Classroom: Tips from the Trenches.

39. Game-based Learning and Gamification: Searching for Definitions.

40. Learning games shifting to digital.

41. GAMIFYING EDUCATION WORLD OF SCHOOL - A C# APPLICATION -.

42. Software Components for Serious Game Development.

43. Designing Serious Games with the Game of Games.

44. Multiple Regression Analysis: Refinement of the Model of Flow.

45. Gut Check: The evolution of an educational board game.

46. Evaluating Educational Games Using Facial Expression Recognition Software: Measurement of Gaming Emotion.

47. Engineers at Play: Games as Teaching Tools for Undergraduate Engineering Students.

48. XR game development as a tool for authentic, experiential, and collaborative learning.

49. The (lack of) Presence of Games in Human Rights Education.

50. GAME ON: Gamification in the Classroom.

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