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Your search keyword '"GAMIFICATION"' showing total 115 results

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115 results on '"GAMIFICATION"'

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1. Incorporating Evidence-Based Gamification and Machine Learning to Assess Preschool Executive Function: A Feasibility Study.

2. Comparing the Impact of Non-Gamified and Gamified Virtual Reality in Digital Twin Virtual Museum Environments: A Case Study of Wieng Yong House Museum, Thailand.

3. Promoting Physical and Mental Health among Children and Adolescents via Gamification—A Conceptual Systematic Review.

4. Gamification in Online Education: A Visual Bibliometric Network Analysis.

5. The Use of Educational Games to Promote Learning in Geology: Conceptions of Middle and Secondary School Teachers.

6. Toward an Enterprise Gamification System to Motivate Human Resources in IT Companies.

7. Gamification in Education.

8. SatelliteSkill5 —An Augmented Reality Educational Experience Teaching Remote Sensing through the UN Sustainable Development Goals.

9. Train vs. Play: Evaluating the Effects of Gamified and Non-Gamified Wheelchair Skills Training Using Virtual Reality.

10. Who Wants to Be a Geomorphologist? Gamification in a BSc Teaching Course.

11. An IoT Sensing Platform and Serious Game for Remote Martial Arts Training.

12. The Infusion of Gamification in Promoting Chemical Engineering Laboratory Classes.

13. Learning Italian as a Second Language in a Sample of Ukrainian Children: A Game-Based Learning Approach.

14. A Novel Gamification Application for High School Student Examination and Assessment to Assist Student Engagement and to Stimulate Interest.

15. A Systematic Literature Review of Gamification in/for Cultural Heritage: Leveling up, Going Beyond.

16. Positive and Negative Impacts of Gamification on the Fitness Industry.

17. Developing a Serious Game for Rail Services: Improving Passenger Information During Disruption (PIDD).

18. A Survey on Autism Care, Diagnosis, and Intervention Based on Mobile Apps Focusing on Usability and Software Design.

19. A Robust Participation in the Load Following Ancillary Service and Energy Markets for a Virtual Power Plant in Western Australia.

20. The Effectiveness of Gamified Tools for Foreign Language Learning (FLL): A Systematic Review.

21. Exploring the Role of Gamification in the Online Shopping Experience in Retail Stores: An Exploratory Study.

22. Four Million Segments and Counting: Building an English-Croatian Parallel Corpus through Crowdsourcing Using a Novel Gamification-Based Platform.

23. Exploiting Mobile Gamification to Foster Physical Activity: A Remotely-Managed Field Study.

24. A Hyper-Integrated Mobility as a Service (MaaS) to Gamification and Carbon Market Enterprise Architecture Framework for Sustainable Environment.

25. Learning Science through Cloud Gamification: A Framework for Remote Gamified Science Learning Activities Integrating Cloud Tool Sets and Three-Dimensional Scaffolding.

26. Investigating Visual Perception Impairments through Serious Games and Eye Tracking to Anticipate Handwriting Difficulties.

27. Boosting Student's Motivation through Gamification in Physical Education.

28. GATUGU: Six Perspectives of Evaluation of Gamified Systems.

29. Serious Games and Gamification in Healthcare: A Meta-Review.

30. Efficacy of the 4F Feedback Model: A Game-Based Assessment in University Education.

31. Personalized Gamification for Learning: A Reactive Chatbot Architecture Proposal.

32. Development and Validation of a System for the Assessment and Recovery of Grip Force Control.

33. Implementing Performance Accommodation Mechanisms in Online BCI for Stroke Rehabilitation: A Study on Perceived Control and Frustration.

34. Bored, Distracted, and Confused: Emotions That Promote Creativity and Learning in a 28-Month-Old Child Using an iPad.

35. Cloud Gamification: Bibliometric Analysis and Research Advances.

36. Serious Games for Vision Training Exercises with Eye-Tracking Technologies: Lessons from Developing a Prototype.

37. Designing Computer Games to Teach Finance and Technical Concepts in an Online Learning Context: Potential and Effectiveness.

38. Gamification for Maths and Physics in University Degrees through a Transportation Challenge.

39. Educational Digital Escape Rooms Footprint on Students' Feelings: A Case Study within Aerospace Engineering.

40. Geometry with a STEM and Gamification Approach: A Didactic Experience in Secondary Education.

41. Influence of the Algorithmization Process on the Mathematical Competence: A Case Study of Trainee Teachers Assessing ABN- and CBC-Instructed Schoolchildren by Gamification.

42. Evolving Gamified Smart Communities in Mexico to Save Energy in Communities through Intelligent Interfaces.

43. Research on the Mechanism of Influence of Game Competition Mode on Online Learning Performance.

44. Virtual Reality Rehabilitation Systems for Cancer Survivors: A Narrative Review of the Literature.

45. "Listen to Your Immune System When It's Calling for You": Monitoring Autoimmune Diseases Using the iShU App.

46. An IoT-Enabled Platform for the Assessment of Physical and Mental Activities Utilizing Augmented Reality Exergaming.

47. Augmented Reality, Virtual Reality, and Game Technologies in Ophthalmology Training.

48. Randomized Clinical Trial Evaluating AcceptME —A Digital Gamified Acceptance and Commitment Early Intervention Program for Individuals at High Risk for Eating Disorders.

49. Serious Gaming for Behaviour Change: A Systematic Review.

50. An IoT-Based Gamified Approach for Reducing Occupants’ Energy Wastage in Public Buildings.

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