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665 results on '"GAMIFICATION"'

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1. Engagement and Crowding-Out Effects of Leaderboard Gamification on Medical Crowdfunding.

2. A human factors-aware assistance system in manufacturing based on gamification and hardware modularisation.

3. Evaluating User Experience and Data Quality in Gamified Data Collection for Appearance-Based Gaze Estimation.

4. A Practical Guide for Teaching Health Education to Students with Intellectual Disabilities.

5. Increasing motivation in social exercise games: personalising gamification elements to player type.

6. Effectiveness of cooperative and competitive gamification in mobile fitness applications among occasional exercisers.

7. Can you feel the rhythm? Comparing vibrotactile and auditory stimuli in the rhythm video game Jump'n'Rhythm.

8. Chemistry mobile game-based app: investigating its effect on students’ self-regulation, self-efficacy, and conceptual understanding.

9. The use of artificial intelligence in crafting a novel method for teaching normal human gait.

10. Motivation and Mathematical Performance Using Digital Game-Based Learning in Kindergarten.

11. Impact of a gamified application on reading comprehension and attitude of Swahili among young learners in Kenya.

12. New Standards Require New Approaches to Assessment: Is Technology the Missing Piece?

13. Are Gamification and Consumer Happiness the Links Between Gourmet Food Packaging Design and Mobile Points of Sales?

14. An implementation framework for transformative gamification services.

15. Mouse tracking and consumer experience: exploring the associations between mouse movements, consumer emotions, brand awareness and purchase intent.

16. Strategic sport marketing in the society of the spectacle.

17. Students’ experiences of a GP escape room.

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

19. Gamified Virtual Reality for Library Services: The Effect of Gamification on Enhancing Knowledge Retention and User Engagement.

20. Using gamification to “break the silence” during web-based videoconferencing-supported synchronous online lessons: a goal-setting perspective.

21. Internship gamification system for generation Z in the hospitality industry.

22. Longitudinal analysis of sustained performance on gamified cognitive assessment tasks.

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

24. A usability study on Yamashita's treasure: a game-based instructional material in teaching Philippine history.

25. Get That App!: Examining Parental Evaluations of Numeracy Apps.

26. Augmented reality and experience co-creation in heritage settings.

27. Explaining the Outcomes of Social Gamification: A Longitudinal Field Experiment.

28. Gamified exercise for the distal upper extremity in people with post-stroke hemiparesis: feasibility study on subjective perspectives during daily continuous training.

29. Human–Human Interactions' Influence on Impulse-Buying Intention in Live Commerce: The Roles of Guanxi, co-Viewer Trust, and Gamification.

30. Digital game-playing to enhance English vocabulary and content learning among anxious foreign language students.

31. Gamified delivery of at-home rehabilitation for individuals with nonspecific low back pain: a randomized controlled trial.

32. Gamification in personal health record systems: a regulatory fit perspective.

33. Inquiry for the win: Fostering curiosity through a BINGO exercise in a longitudinally integrated clerkship.

34. BRAVER challenges students in radiation protection training in an international training.

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

36. The shaping of an idea as temporal, multimodal, and collaborative activity: exploring how students develop a board game in L1.

37. Employing Gamified Crowdsourced Close-Range Sensing in the Pursuit of a Digital Twin of the Earth.

38. The escape room experience: Exploring new ways to deliver interprofessional education.

39. The use of digital games in academic maritime education: a theoretical framework and practical applications.

40. Exploring the effect of green gamification on users' low-carbon awareness: a cognitive dissonance perspective.

41. Influence of gamification affordance on young citizens' motivation and learning performance toward digital civic education.

42. A digital twin reference architecture for pharmaceutical cannabis production.

43. Gamification of Learning Aviation Knowledge for Improving the Efficiency of Flight Training.

44. A Two-Stage co-Design Process of Battleship-AST Persuasive Game for Active School Transportation in Northern Sweden.

45. Mobile Banking Intention: Nexus Between Innovation, Tech Adoption, and Gamification.

46. Examining the Commonalities and Differences Between Gamblification and Gamification: A Theoretical Perspective.

47. Gamified online course design: a scoping review of the research.

48. Designing a Community-Based Health Promotion Program for Older Adults Based on Perceived Usefulness, Service Experience, Perceived Value, and Behavioral Intention.

49. Understanding Gamification Advertising Effectiveness in an S-Commerce Context: A Study in an Emerging Market.

50. Altruism or egoism – how do game features motivate cooperation? An investigation into user we-intention and I-intention.

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