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111 results on '"GAMIFICATION"'

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1. Gamification for Sustainable Development.

2. Gamified Intervention for Health Promotion of Families in Child Health Clinics — A Cluster Randomised Trial.

3. Live and Let Die - Battle Stories of Gamified Sustainable Consumption App Creators.

4. Gamification and Sustainable Water Use: The Case of the BLUTUBE Educational Program.

5. Game-based learning as training to use a chemotherapy preparation robot.

6. Factors That Help and Hinder the Implementation of Community-Wide Behavior Change Programs.

7. Physical Activity and Social Comparison: The Importance of Group Composition in an Employee Fitbit Intervention.

8. Gamification and Gaming in Cryptocurrency Education: A Survey with Cryptocurrency Investors and Potential Investors.

9. Punnett Farms: Developing An Immersive Educational Game-Based Platform for Learning Genetics.

10. Using Party Games to Help Students Understand Models of Psycholinguistics.

11. The Effect of Digital Game-Based Learning Interventions on Cognitive, Metacognitive, and Affective-Motivational Learning Outcomes in School: A Meta-Analysis.

12. Gamifying programs / Juegos de programas: gamificación en el desarrollo y futuro de la Inteligencia Artificial.

13. Co-designing a culturally-sensitive theory-driven advance care planning game with Chinese older adults and healthcare providers.

14. Use of Community Engagement Studios to Adapt a Hybrid Effectiveness-Implementation Study of Social Incentives and Physical Activity for the STEP Together Study.

15. The House Cup: Using Longitudinal Gamification to Improve Didactic Attendance.

16. Interpersonal Distance Theory of Autism and Its Implication for Cognitive Assessment, Therapy, and Daily Life.

17. A Preliminary Investigation of the Relationship Between Gamification and Organizational Socialization Outcomes: Does Gamification Live Up to Its Expectations?

18. Making a Better Future Using Simulation and Gaming.

19. Benevolent Transgressive Play in Dungeons & Dragons [D&D].

20. Quality of Evidence and Pedagogical Strategy in Using Gamification in Medical Education Literature: A Systematic Review.

21. ESCAPE the Boring Lecture: Tips and Tricks on Building Puzzles for Medical Education Escape Rooms.

22. Science to practice: Does gamification enhance intrinsic motivation?

23. Typologies and Features of Play in Mobile Games for Mental Wellbeing.

24. Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda.

25. Cards against gamification: Using a role-playing game to tell alternative futures in the gig economy.

26. Using Zoom and Card Game to Conduct Advance Care Planning Classes: An Innovative Practice.

27. About Gamifying an Emotional Learning Companion to Teach Programming to Primary Education Students.

28. Doing Research With a Gamified Survey: Reflections From Smart City Research.

29. To Play Is the Thing: How Game Design Principles Can Make Online Deliberation Compelling.

30. Using a mobile application for psychiatry training in medical students: a quasi-experimental study.

31. Modern Didactic Formats in Surgery: A Systematic Review.

32. Affectively Entertaining: Dating/Games During a "Limited Military Exercise".

33. Effects of Gamification in a Teacher Education Program, 2010 to 2020.

34. Edutainment, Gamification and Nutritional Education: An Analysis of Its Relationship With The Perception of Organizational Culture in Primary Education.

35. ESCAPE the Boring Lecture: Tips and Tricks on Building Puzzles for Medical Education Escape Rooms.

36. Gamification and support to self-regulation as a means to promote practice sharing for teacher professional development (Ludificación y fomento de la autorregulación para incentivar el intercambio de prácticas docentes en el desarrollo profesional del profesorado)

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

38. Machine learning and Serious Game for the Early Diagnosis of Alzheimer's Disease.

39. Methods, Developments, and Technological Innovations for Population Surveys.

40. Physical education in a post-COVID world: A blended-gamified approach.

41. Motivation, basic psychological needs and intention to be physically active after a gamified intervention programme.

42. Modern Technologies and Gamification in Historical Education.

43. A Real-Time Bidding Gamification Service of Retailer Digital Transformation.

44. Battling With Books: The Gamification of an EFL Extensive Reading Class.

45. Performance, Well-Being, Motivation, and Identity in an Age of Abundant Data: Introduction to the "Well-Measured Life" Special Issue of Current Directions in Psychological Science.

46. Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment.

47. Virtual Reality simulation and Video Lecture are Equally Effective in Abscess Incision Training: A Multicentre Randomised Controlled Trial.

48. Gamification as a Tool for Promoting Physical Exercise and Healthy Eating Habits in Healthcare Worker Women: Effects on Cardiometabolic Health and Physical Fitness at Workplace.

49. Leveling Up Learning: Exploring Meaningful Gamification in Psychology Courses.

50. The Learning Process in Live-Action Simulation Games: The Impact of Personality, Motivation, Immersion, and Flow on Learning Outcome in a Simulation Game.

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