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Your search keyword '"GAMIFICATION"' showing total 151 results

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151 results on '"GAMIFICATION"'

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1. Development of a TAKTIK kit based on game-based learning for secondary mathematics students.

2. Gamification in CAD learning: A methodological approach for engineering curriculum.

3. Design of innovative digital game based learning media "Pointer" on the topic of computer network topology.

4. Teaching recursion before college through three coins remaining game using dynamic programming.

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

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

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

8. Conceptual model of quality improvement gamification framework.

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

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

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

12. Game-based edutainment media: How practical is it as a medium for learning mathematics?

13. The development of gamification 3.0 concepts for learning materials in e-learning systems using the ADDIE model approach.

14. Investigating the effect of challenge-based gamification on mathematics learning in SMP laboratorium UM.

15. Design of geometry e-module for junior high school students based on gamification using the ADDIE model.

16. Game development "GETAK" based on RPG maker MV on statistics material.

17. Educational gamification in second language acquisition.

18. Perceptions of the use of mobile games in sociology learning: Potentials and challenges in implementing mobile game-based learning.

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

20. Developing modern day ideation systems: A digitized approach for enhanced workforce engagement using gamification in the Indian textile industry.

21. A study of digitization and gamification in banking sector.

22. Storytelling archetypes in gamification.

23. Gamification in the vocational schools of Greece.

24. Improving students' engagement using gamification by integrating flow theory and self determination theory.

25. Critical study of possibilities of gamification in higher education: Challenges, opportunities, and solutions.

26. Developing an educational mobile game prototype to shift from classroom activities to online gamifications.

27. Formulating best practices for digital game-based learning: A meta-analysis study.

28. A meta-analysis of the implementation of the gamification approach of the last decade.

29. Engaging the EFL students in online class through gamification.

30. GVAPE framework implications for sensing exergames: A view on gamification, anatomical movements, performance analysis and experiences.

31. A gamified study application.

32. Parents' and teachers' perceptions of mobile game-based learning in integrated thematic learning in elementary school.

33. Development of gamification for high school mathematics learning to encourage students' interest in learning.

34. Integrating computational thinking into elementary school thematic learning while visiting grandma's house.

35. Gamification on chatbot-based learning media: A platform perspective.

36. Augmented reality application in tourism.

37. Excellent engagement via gamification adoption among accounting students and media students.

38. Gamification of learning method in secondary school to enhance student performance.

39. Investigating students' attitude, motivation & achievement: The impact of Kahoot! engagement in MUET classroom.

40. E-game for electrical motor control course.

41. Gamification in higher education: A study of the student's interest, motivation, and acceptance of gamification as a method of teaching welding technology.

42. A study of game-based learning in STEM education: A computer programming course for visual design students at a university in Taiwan.

43. Gamified food waste awareness campaign to support responsible consumption agenda: A design thinking approach.

44. Gamification: Digital technologies in management.

45. Designing customer involvement programme with gamification framework.

46. The role of game-based learning in developing students computational thinking skills: A review of the literature.

47. Effects of incorporating tutor robot and game-based learning for teaching mathematics to primary school students.

48. Development of digital game-based learning based PBL-STEM to stimulate scientific literacy of junior high school students in climate change analyzing activities.

49. A new gamification model for e-learning in Jordan higher education.

50. How to apply game learning environment for practicing computational thinking in middle school?

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