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383 results on '"GAMIFICATION"'

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

2. LapBot-Safe Chole: validation of an artificial intelligence-powered mobile game app to teach safe cholecystectomy.

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

4. Using digital gamification to improve language achievement, foreign language enjoyment, and ideal L2 self: A case of English as a foreign language learners.

5. The Impact of Gamification on Brand Loyalty Mediated by Customer Engagement (An Empirical Study: Alfapets Users on the Alfagift Application in the Jabodetabek Area).

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

7. Examining the effect of gamification mobile app on conference engagement: an integration of S-O-R framework and UGT.

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

9. Which pedagogical approaches are more effective in mobile learning? A meta‐analysis and research synthesis.

10. Live and Let Die - Battle Stories of Gamified Sustainable Consumption App Creators.

11. Gamification in mobile shopping applications: A review in terms of technology acceptance model.

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

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

14. A Pilot Study Exploring Caregivers' Experiences Related to the Use of a Smart Toothbrush by Children with Autism Spectrum Disorder.

15. Gamification applied with the SOAR study method for time management of university students

16. Developing a Mobile Game Application to Enhance Learning Experience in Programmable Logic Controller (PLC) Wiring beyond the Laboratory.

17. Motivation crowding effects on the intention for continued use of gamified fitness apps: a mixed-methods approach.

18. Enhancing tuberculosis treatment adherence and motivation through gamified real-time mobile app utilization: a single-arm intervention study.

19. The Relationship between Gamified Physical Exercise and Mental Health in Adolescence: An Example of Open Innovation in Gamified Learning.

20. Gamification's role in fostering user engagement with healthy food‐based digital content.

21. Development of a Competency-Based Triage Education Application and Usability Testing for Triage Training Based on the Korean Triage and Acuity Scale.

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

24. A study on learning analytics of using mobile augmented reality application to enhance cultural competence for design cultural creation in higher education.

25. Extended Reality (XR) Engines for Developing Gamified Apps and Serious Games: A Scoping Review.

26. THE EFFECT OF THE USE OF GAMIFICATION STRATEGY IN MOBILE HEALTH APPLICATIONS ON CUSTOMER LOYALTY.

27. Latent factors on the design and adoption of gamified apps in primary education.

28. Gamification to Improve Medication Adherence: A Mixed-method Usability Study for MedScrab.

29. Typologies and Features of Play in Mobile Games for Mental Wellbeing.

30. The motivational power of mobile gamified exercise apps

31. Push it real good: the effects of push notifications promoting motivational affordances on consumer behavior in a gamified mobile app.

32. Design Elements of Conflict: A Design Study of a Gamified Smartphone Application for Employee Onboarding.

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

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

35. The motivational power of mobile gamified exercise apps.

36. FUNCTIONS OF BICYCLE MOBILE APPLICATIONS IN THE ASPECT OF LOCAL AND REGIONAL TOURISM AND RECREATIONAL POLICY - AMISTAD CASE STUDY.

37. Carbon Reward apps: Harnessing Gamification and Monetary Incentives for Sustainable Change.

38. Introducing Gamification Techniques into a Collaborative Mobile Application for Marking Locations' Accessibility Level.

39. Using a mobile application for psychiatry training in medical students: a quasi-experimental study.

40. Game-based learning apps in engineering education: requirements, design and reception among students.

41. Influence of gamification on user loyalty toward mobile applications.

42. Special Issue Editorial: Adaptive and Intelligent Gamification Design.

43. An Integrated Model for Evaluating the Sustainability of Gamified Mobile Health Apps: An Instrument Development and Validation.

44. Gamification in teaching historical disciplines: From the experience of the Timiryazev Academy.

45. In-store assortment training to the distribution manpower of dairy companies using gamification.

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

47. A gamified mobile application for first-year student orientation to promote library services.

48. Gamified Learning and Assessment Using ARCS with Next-Generation AIoMT Integrated 3D Animation and Virtual Reality Simulation.

49. Patient experience using digital therapy "Vigo" for stroke patient recovery: a qualitative descriptive study.

50. Effectiveness of gamified team competition as mHealth intervention for medical interns: a cluster micro-randomized trial.

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