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525 results on '"GAMIFICATION"'

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1. Investigating the immediate and mid-term effect of a gamified e-learning platform for the enhancement of traffic knowledge and skills among Vietnamese adolescents operating powered two-wheelers.

2. Branching Path Simulation for Pediatric Nurse Practitioner Students to Promote Critical Thinking: A Quasi-Experimental Study.

3. An experimental test of gaming incentives.

4. Teaching three-phase half-wave power electronic rectifier with gamified augmented reality support.

5. Gamification in the Transport and Mobility Sector: A Systematic Review.

7. A meta-narrative review of choose-your-own-adventure style patient case activities in pharmacy education.

8. Using the Kirkpatrick model to evaluate a sepsis escape room for advanced pharmacy learners.

9. Virtual Reality on Public Speaking Phobia mitigation.

10. Oh, Won't You Stay with Me? A Literature Review on Motivational Features in MHealth Apps.

11. Enhancing Knowledge Transmission: The Perspective of Gamification User Profiles.

12. The use of gamification on cybersecurity awareness of healthcare professionals.

13. Gamified mobile application as a didactic strategy for pregnant women: a proposal for health education.

14. Gamification of Resource Consumption Monitoring of Products and Machines: A Cross-Platform and User-Friendly Approach.

15. Digital Transformation in Manufacturing: The Synergy of Chatbots and Tailored Gamification Strategies.

16. The effect of gamification elements on user buying intention in an on-demand service platform.

17. Leveraging Gamification in Industry 5.0: Tailored Solutions for Workplace' Employees.

18. Tools to support managerial decision - building competencies in data driven decision making in manufacturing SMEs.

19. Spatial Neglect Therapy With the Augmented Reality App "Negami" for Active Exploration Training: A Randomized Controlled Trial on 20 Stroke Patients With Spatial Neglect.

20. Escape the Monotony: Gamification Enhances Nursing Education.

21. Gamification in thermal engineering: Does it encourage motivation and learning?

22. Wooclap for improving student achievement and motivation in the Chemical Engineering Degree.

23. Gamification educational intervention improves pediatric nurses' comfort and speed drawing up code-dose epinephrine.

24. Meaningful Typology of Gamification Components.

25. Education in Focused Lung Ultrasound Using Gamified Immersive Virtual Reality: A Randomized Controlled Study.

26. Implementing a choose your own adventure activity to improve insulin decision making.

27. Gamification and sensory stimuli in eco-driving research: A field experiment to reduce energy consumption in electric vehicles.

28. Inaugural Pan-Canadian RADGames: Results From a Successful Approach to Radiology Education for Medical Students.

29. "Read on": comprehending challenging texts at university through gamification App.

30. The impact of competitive FPS video games on human's decision-making skills.

31. A scoping review of gamification for mental health in children: Uncovering its key features and impact.

32. Development of community tourism enhancement in emerging cities using gamification and adaptive tourism recommendation.

33. Just by being here, you aren't halfway there: Structured active learning and its integration in virtual learning environments and assessment.

34. The Impact of a Gamified Curriculum Using Kahoot! on Musculoskeletal Knowledge and Skill Acquisition Among Pediatric Residents.

35. The potential of gamification for user education in partial and conditional driving automation: A driving simulator study.

36. An Innovative Teaching Modality to Promote Proficient Gender-Affirming Care.

37. Modeling a game to shift peak water demands: WaterTime leaderboard.

38. Introducing the portable AttentionTrip: An engaging tool for measuring the networks of attention.

39. Feasibility and acceptability of a serious game to study the effects of environmental distractors on emergency room nurse triage accuracy: A pilot study.

40. Gamification and problem-based learning (PBL): Development of creativity in the teaching-learning process of mathematics in university students.

41. From skeletons to screens: Transforming pedagogy in the age of remote learning.

42. Optimization of gamified Learning Education Model based on XR + 5G technology.

43. Gamification in technology and design areas: A teaching innovation project in a fully online environment.

44. A study on the design of a deep learning model for classroom based on user participation and game chemistry processes.

45. Real-world and game-based learning to enhance decision-making.

46. Can gamified online training make high school students more entrepreneurial? Experimental evidence from Rwanda.

47. Feasibility of Using Gamification in an Undergraduate Introductory Nutrition Course.

48. The role of social networks in digital learning gamification: Learner communication preferences and performance effects.

49. RehabApp to promote patient participation in the rehabilitation process after HIP replacement: Development and usability study.

50. Elderly patients' reactions to gamification-based digital therapeutics (DTx): The relevance of socialization tendency seeking.

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