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1,951 results on '"GAMIFICATION"'

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1. Exploring the Impact of the Gamified Metaverse on Knowledge Acquisition and Library Anxiety in Academic Libraries.

2. A review of publication in gamification and motivation research area through bibliometric analysis.

3. LMS moodle platform as an environment for implementing gamification in education.

4. Effectiveness of game learning media in science subjects: Bibliometric analysis.

5. Conceptual model of quality improvement gamification framework.

6. A review of virtual reality application on STEM based education.

7. Game-based learning approach on students' motivation in mathematics learning: A systematic review of literature.

8. Gamification model in physics flipped classroom for increasing out-of-class participation.

9. A method to “gamify” exposure to vegetable flavor and its potential influence on liking.

10. Gamification in personal health record systems: a regulatory fit perspective.

11. Gamified delivery of at-home rehabilitation for individuals with nonspecific low back pain: a randomized controlled trial.

12. Inquiry for the win: Fostering curiosity through a BINGO exercise in a longitudinally integrated clerkship.

13. Gamified Closed‐Loop Intervention Enhances Tic Suppression in Children: A Randomized Trial.

14. Identifying the Applications of Gamification for Audience Attraction in Public Libraries.

15. Making decisions based on multiple criteria in developing a league season teaching strategy for understanding playing functionalities.

16. Employing Gamified Crowdsourced Close-Range Sensing in the Pursuit of a Digital Twin of the Earth.

17. MestreChef nutritional game: an alternative method to promote nutrition facts label reading in obesity outreach activities.

18. Game-based learning enhances students' understanding of endocrine physiology in veterinary medicine.

19. Cracking the code: using educational gaming for high-level thinking in physiology education.

20. "Aquilibria: The battle to balance"—a narrative card and board game on acid-base regulation for first-year medical students.

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

22. Gamification for Sustainable Development.

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

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

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

26. A novel multiagent system for cervical motor control evaluation and individualized therapy: integrating gamification and portable solutions.

27. A survey of medical school aspirant perceptions of an unexpected lottery‐facilitated admissions adaptation.

28. Exploring the effect of green gamification on users' low-carbon awareness: a cognitive dissonance perspective.

29. Which pedagogical approaches are more effective in mobile learning? A meta‐analysis and research synthesis.

30. Mathematical experience in game‐based problem‐solving.

31. The escape room experience: Exploring new ways to deliver interprofessional education.

32. "YOU'RE MY PEOPLE": ACCOUNTING FOR THE "US" IN THE LAST OF US.

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

34. Gamification of Learning Aviation Knowledge for Improving the Efficiency of Flight Training.

35. Developing a gamified digital platform to promote extracurricular activities in basic and secondary schools – preliminary findings.

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

37. GRAAL—modeling, prototyping and assessing a gamified responsible augmented assembly line system.

38. Effect of Gamification, Financial Incentives, or Both to Increase Physical Activity Among Patients at High Risk of Cardiovascular Events: The BE ACTIVE Randomized Controlled Trial.

39. Fostering students' AI literacy development through educational games: AI knowledge, affective and cognitive engagement.

40. Enhancing ESG learning outcomes through gamification: An experimental study.

41. Gamification improves learning: Experience in a training activity of computer programming in higher education.

42. Mobile Banking Intention: Nexus Between Innovation, Tech Adoption, and Gamification.

43. Examining the Commonalities and Differences Between Gamblification and Gamification: A Theoretical Perspective.

44. Gamified online course design: a scoping review of the research.

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

46. Designing a Community-Based Health Promotion Program for Older Adults Based on Perceived Usefulness, Service Experience, Perceived Value, and Behavioral Intention.

47. Understanding Gamification Advertising Effectiveness in an S-Commerce Context: A Study in an Emerging Market.

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

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

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

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