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

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

2. A Two-Stage co-Design Process of Battleship-AST Persuasive Game for Active School Transportation in Northern Sweden.

3. Towards understanding the mechanism through which reward and punishment motivate or demotivate behaviours.

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

5. The gamer psychology: a psychological perspective on game design and gamification.

6. Development of quest games in the process of teaching students of technical specialties.

7. Making a Better Future Using Simulation and Gaming.

8. Rol Jokoak Lehen Hezkuntzan.

9. Evaluating the effectiveness of game-based learning for teaching refugee children Arabic using the integrated LEAGUÊ-GQM approach.

10. Exploring the interconnected nature of the sustainable development goals: the 2030 SDGs Game as a pedagogical tool for interdisciplinary education.

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

12. Predictive Validity, Applicant Reactions, and Influence of Personal Characteristics of a Gamefully Designed Assessment.

13. What's the News About Bad News? A Review of Bad News Games as a Tool to Teach Media Literacy.

14. Exploring the effectiveness of persuasive games for disease prevention and awareness and the impact of tailoring to the stages of change.

15. The added value of game elements: better training performance but comparable learning gains.

16. Investigating the impact of a gamified learning analytics dashboard: Student experiences and academic achievement.

17. Developing a Serious Game for Rail Services: Improving Passenger Information During Disruption (PIDD).

18. Introduction to the special issue on the impact of interface design for soliciting user's feedback.

19. Exploring the role of games and gamification in academic libraries from the perspective of LIS educators.

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

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

22. Effects of game-based learning supports on students' math performance and perceived game flow.

23. Using Games to Build Social Emotional Learning Skills.

24. Gamification is Working, but Which One Exactly? Results from an Experiment with Four Game Design Elements.

25. Serious Games and Gamification in Healthcare: A Meta-Review.

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

27. A Literature Review on Games in Libraries.

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

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

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

31. Enhancing cognitive ability through a VR serious game training model mixing Piaget's epistemological methodology and Lumosity concept.

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

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

34. Systematic Literature Review (SLR) on the application of serious games in basic science courses for the virtual modality as a strategy to improve the student retention rate•.

35. Points and the Delivery of Gameful Experiences in a Gamified Environment: Framework Development and Case Analysis.

36. Comparison of the Effect of Board Game and Tobacco Cessation Education on Nicotine Addiction in Adolescent Smokers.

37. Gamification and work games: Examining consent and resistance among Uber drivers.

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

39. User Experience and Usability of Neumorphism and Gamification User Interface Designs in an HIV Self-Test Referral Program for Men Who Have Sex With Men: Prospective Open-Label Parallel-Group Randomized Controlled Trial.

40. Playing alone: can game design elements satisfy user needs in gamified mHealth services?

41. Illustrating a narrative: A test of game elements in game‐like personality assessment.

42. Serious Gaming for Behaviour Change: A Systematic Review.

43. Exploring serious games for stroke rehabilitation: a scoping review.

44. The Motivation of Uncertainty: Gamifying Vocabulary Learning.

45. Effects of game-based interventions on functional capacity in acutely hospitalised older adults: results of an open-label non-randomised clinical trial.

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

47. Gamifying Software Engineering Tools to Motivate Computer Science Students to Start and Finish Programming Assignments Earlier.

48. Gamified applications for secondary prevention in patients with high cardiovascular disease risk: A systematic review of effectiveness and acceptability.

49. Gamification for Older Adults: A Systematic Literature Review.

50. A GAME TO TEACH AND APPLY DESIGN THINKING FOR INNOVATION.

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