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Your search keyword '"GAMIFICATION"' showing total 148 results
148 results on '"GAMIFICATION"'

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

102. A participatory design framework for the gamification of rehabilitation systems.

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

104. The use of gamification in education: a bibliometric and text mining analysis.

105. Playing with your heart?: Patrick Jagoda: Experimental games: critique, play, and design in the age of gamification. Chicago: University of Chicago Press, 320 pp, $27.50 PB.

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

107. A game plan: Gamification design principles in mHealth applications for chronic disease management.

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

109. Effectiveness of gamification in the engagement of students.

110. Leveraging the Wisdom of the Crowd for Fine-Grained Recognition.

111. Using game mechanics for field evaluation of prototype social applications: a novel methodology.

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

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

114. Assessment based on Serious Gaming Interactive Questions (SGIQ).

115. The effects of GBL and learning styles on Chinese idiom by using TUI device.

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

117. An Introduction to Gamification: Adding Game Elements for Engagement.

118. Gamification in Science.

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

120. A mobile gamification learning system for improving the learning motivation and achievements.

121. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design.

122. Serious Games as a Means for Scientific Knowledge Transfer—A Case From Engineering Management Education.

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

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

125. WORK LESS, PLAY MORE...GET RESULTS.

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

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

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

129. GAME ON: Gamification in the Classroom.

130. Gamification.

131. Breaking Through.

132. Easily Adapt Familiar Games for Learning.

133. Improving the Teaching of Real Valued Functions Using Serious Games. Binary Who Is Who?

134. Qualitative Assessment of Effective Gamification Design Processes Using Motivators to Identify Game Mechanics.

135. Applying Learning Analytics to Detect Sequences of Actions and Common Errors in a Geometry Game †.

136. How to Play with Maps.

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

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

139. Fostering Programming Practice through Games †.

140. Prioritised Learning in Snowdrift-Type Games.

141. 10 TECH TRENDS: Tech leaders recommend the tools and resources your library can adopt now and in the near future.

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

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

144. Game Mechanics, Dynamics, and Aesthetics.

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

146. The Design and Application of Game Rewards in Youth Addiction Care.

148. New Online Workshop Explores Gamification.

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