Search

Your search keyword '"GAMIFICATION"' showing total 128 results
128 results on '"GAMIFICATION"'

Search Results

1. The Mediterranean forest in a science museum: engaging children through drawings that come to life in a virtual world.

2. Cultural Heritage Manifestation in Computer Role-Playing Games for Enhancing Museum Experience: A Model Proposal.

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

4. Enhancing primary school students' performance, flow state, and cognitive load in visual arts education through the integration of augmented reality technology in a card game.

5. Effects of adaptive scaffolding on performance, cognitive load and engagement in game-based learning: a randomized controlled trial.

6. Knowledge check-based concept mapping in digital games: impacts on students' learning performance and behaviors.

7. Integrating immersive virtual reality technology in scaffolded game-based learning to enhance low motivation students' multimodal science learning.

8. Student Teachers' Perceptions of a Game-Based Exam in the Genial.ly App.

9. Game on for Climate Action: Big Game Delivers Engaging STEM Learning.

10. Using Role Models and Game-Based Learning to Attract Adolescent Girls to STEM.

11. The Effect of Regular and Innovative Control Devices on Cultivating Creativity in a Game Creating Course in Primary School.

12. The Impact of a Digital Game-Based AI Chatbot on Students' Academic Performance, Higher-Order Thinking, and Behavioral Patterns in an Information Technology Curriculum.

13. Students’ emotional experiences and learning outcomes during digital vocabulary instruction: comparing struggling and typical third grade readers.

14. Timing of information presentation matters: Effects on secondary school students' cognition, motivation and emotion in game‐based learning.

15. Student feedback guides the development of a microbiome card game “No Guts No Glory”.

16. Exploring the effectiveness and moderators of game learning on creativity enhancement: A meta-analysis.

17. Researchers’ Theater: Enhancing Student Engagement in an Introductory Research Course.

18. Digital Educational Tools for Undergraduate Nursing Education: A Review of Serious Games, Gamified Applications and Non-Gamified Virtual Reality Simulations/Tools for Nursing Students.

19. Use of gamification and game-based learning in educating Generation Alpha: A systematic literature review

20. The design and evaluation of gamified online role-play as a telehealth training strategy in dental education: an explanatory sequential mixed-methods study

21. Examining primary school educators' preferences for using digital versus non-digital games to support mathematics instruction.

22. The Effectiveness of Gamebook Teaching-Learning Approach in Undergraduate MBBS Course in Comparison with the Conventional Teaching-Learning Approach.

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

24. Investigating the design, participation and experience of teaching and learning facilitated by user-generated microgames on an open educational platform.

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

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

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

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

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

30. Navigating the Evolution of Game-Based Educational Approaches in Secondary STEM Education: A Decade of Innovations and Challenges.

31. Zermelo Game: All or None?

32. Can ChatGPT Match Experts? Comparing input for Serious Game Development.

33. Supporting Skill Assessment in Learning Experiences Based on Serious Games Through Process Mining Techniques.

34. High-Impact Practices (HIPs), Gamification, and Educational Taxonomy: Scaffolding and Vertical Integration of Common Intellectual Experiences in Higher Education.

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

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

37. Systematic literature review: DOGBL in enhancing EFL students' motivation.

38. Development of Definitory and Classificatory Thinking in Geometry through Storytelling and GBL Activities.

39. Key factors influencing knowledge acquisition through game‐based learning.

40. Games and Arts as Tools for Developing Generic Skills in Engineering Students.

41. A game-based learning approach to sleep hygiene education: a pilot investigation.

42. The design and evaluation of gamified online role-play as a telehealth training strategy in dental education: an explanatory sequential mixed-methods study.

43. Game-based learning in early childhood education: a systematic review and meta-analysis.

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

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

46. Use of gamification and game-based learning in educating Generation Alpha: A systematic literature review.

47. Transforming teachers' self-narratives about game-based learning.

48. Using game‐based learning and online flipped classrooms with degree apprenticeship students.

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

50. Applying game-based learning in primary education: a systematic review of journal publications from 2010 to 2020.

Catalog

Books, media, physical & digital resources