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Your search keyword '"GAMIFICATION"' showing total 46 results

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46 results on '"GAMIFICATION"'

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1. Enhancing Academic Achievement and Engagement Through Digital Game-Based Learning: An Empirical Study on Middle School Students.

2. EFL Special Education Teachers' Perspectives: Evaluating Game-Based Learning for ADHD Behavioral Disorders.

3. It's game time: Improving basic psychological needs and promoting positive behaviours through gamification in physical education.

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

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

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

7. How Fun Overcame Fear: The Gamification of a Graduate-Level Statistics Course.

8. 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.

9. The Impact of Gamification Depth on Higher Educational Students' Intrinsic Motivation and Performance Levels.

10. Gamifying Gamification in the Sociology Classroom.

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

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

13. Gamification for Sustainable Development.

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

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

16. Effects of Gamified Python Programming on Primary School Students' Computational Thinking Skills: A Differential Analysis of Gender.

17. Effects of a Programming Course Using the GAME Model on Undergraduates' Self-Efficacy and Basic Programming Concepts.

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

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

20. Game-based learning: Teaching child welfare workers to engage child sex trafficking victims using "Case By Case".

21. Gamification Myopia: Satiation Effects in Gamified Activities.

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

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

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

25. The Effect of Gamification with Web 2.0 Tools on EFL Learners' Motivation and Academic Achievement in Online Learning Environments.

26. The Role of Gamification Research in Human Resource Management: A PRISMA Analysis and Future Research Direction.

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

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

29. Using Mathematizing Supports for Applied Problem Solving in a Game-Based Learning Environment.

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

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

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

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

34. Contextualized Game-Based Language Learning: Retrospect and Prospect.

35. Gamification in Education: Why, Where, When, and How?—A Systematic Review.

36. Reality television and the politics of mass surveillance in channel 4's Hunted.

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

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

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

40. Examining the Effect of the Task-Technology Fit of Game Mechanisms on Learning Outcomes in Online Gamification Platforms.

41. The 'First Person Shooter' Perspective: A Different View on First Person Shooters, Gamification, and First Person Terrorist Propaganda.

42. Making a Better Future Using Simulation and Gaming.

43. Gamification as an Educational Tool for Retirement Planning.

44. On the Pre-Perception of Gamification and Game-Based Learning in Higher Education Students: A Systematic Mapping Study.

45. Change the Rules!

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

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