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Your search keyword '"GAMIFICATION"' showing total 198 results
198 results on '"GAMIFICATION"'

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1. Development and Assessment of a Virtual Escape-Room Game for Teaching Industrial Bioprocesses

2. Gamification: Trends and Opportunities in Language Teaching and Learning Practices

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

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

5. (Re)reading the Room: The Literacies of Escape Rooms

6. Exploring the Role of Games and Gamification in Academic Libraries from the Perspective of LIS Educators

7. Investigating the Effects of SOLO Taxonomy with Reflective Practice on University Students' Meta-Cognitive Strategies, Problem-Solving, Cognitive Flexibility, Spatial Anxiety: An Embedded Mixed-Method Study on 3D Game Development

8. Inquiry-Based Activities and Games That Engage Students in Learning Atomic Orbitals

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

10. Press play, install malware: a study of rhythm game-based malware dropping.

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

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

13. Unlocking potential: Systematic review the use of gamification in leadership curriculum.

14. Gaming the system: tetromino-based covert channel and its impact on mobile security.

15. Development and Evaluation of a Serious Game on Pressure Injury Prevention for the Training of Patient Relatives: A Quasi-Experimental Study.

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

17. A usability study on Yamashita's treasure: a game-based instructional material in teaching Philippine history.

18. Preventing adolescents' social exclusion with serious games – a scoping review.

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

20. Impact of Gamification on Motivation and Academic Performance: A Systematic Review.

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

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

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

24. "You just earned 10 points!": Gaming and grinding in academia.

25. Rol Jokoak Lehen Hezkuntzan

26. Games as Epistemic Mediators: Rethinking Gamification with Morgenstern, von Neumann, and Bateson.

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

28. Integrating Immersive Scenes and Interactive Contextual Clue Scaffolding Into Decision-Making Analysis Ability Training Game.

29. Game On, Reflection On: Reflection Diaries as a Tool for Promoting Reflection Skills in Geography Lessons.

30. From media history of digital games to games in the age of the Anthropocene.

31. Exploring Common Game Elements in Serious Game Interventions for Health and Obesity Awareness in Children: A Systematic Review.

32. Gamification in physiotherapy and rehabilitation education: a narrative review.

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

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

35. Making a Better Future Using Simulation and Gaming.

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

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

38. Rol Jokoak Lehen Hezkuntzan.

39. Development and Implementation of a Game-Based Neonatal Resuscitation Refresher Training: Effect on Registered Nurse Knowledge, Skills, Motivation, Engagement.

40. Galleries, Libraries, Archives, and Museums [GLAM]-focussed Games and Gamification.

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

42. Effect of Gamification on Gamers: Evaluating Interventions for Students Who Game the System.

43. An exploratory study of pre-service teachers' perceptions of technological pedagogical content knowledge of digital games.

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

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

46. Extended Reality (XR) Engines for Developing Gamified Apps and Serious Games: A Scoping Review.

47. How to Create Serious Games? Proposal for a Participatory Methodology.

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

49. Impact of Gamification on Motivation and Academic Performance: A Systematic Review

50. TaskMaster: The Subintern Adventure Game—Game-Based Learning for Medical Subintern Task Prioritization

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