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Your search keyword '"GAMIFICATION"' showing total 606 results

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606 results on '"GAMIFICATION"'

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

2. Effects of adaptive scaffolding on performance, cognitive load and engagement in game-based learning: a randomized controlled trial.

3. Development and Evaluation of a Serious Game on Pressure Injury Prevention for the Training of Patient Relatives: A Quasi-Experimental Study.

4. Training and Certification of Competences through Serious Games.

5. Empowering sickle cell disease care: the rise of TechnoRehabLab in Sub-Saharan Africa for enhanced patient's perspectives.

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

7. Enhancing the Management of Non-Specific Neck Pain through Gamification: Design and Efficacy of a Health Application.

8. Digital Educational Tools for Undergraduate Nursing Education: A Review of Serious Games, Gamified Applications and Non-Gamified Virtual Reality Simulations/Tools for Nursing Students.

9. Preventing adolescents' social exclusion with serious games – a scoping review.

10. Digitalization of educational plays for quality education.

11. Serious Games for Seismic Risk Education: The Case of the ENP-CP Project

12. Gaming for the Education of Biology in High Schools.

13. Investigating the design, participation and experience of teaching and learning facilitated by user-generated microgames on an open educational platform.

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

15. Enhancing COVID-19 Knowledge among Nursing Students: A Quantitative Study of a Digital Serious Game Intervention.

16. Can ChatGPT Match Experts? Comparing input for Serious Game Development.

17. Serious Games for Seismic Risk Education: The Case of the ENP-CP Project.

18. Supporting Skill Assessment in Learning Experiences Based on Serious Games Through Process Mining Techniques.

19. A game-based learning approach to sleep hygiene education: a pilot investigation.

20. Accessibility of games and game-based applications: A systematic literature review and mapping of future directions.

21. Mapping the landscape of serious digital language learning games: Towards a Serious-Digital Game-based Language Learning (S-DGBLL) teacher competence framework.

22. MyStoriesBAG: A Simplified Editor for Creating Interactive Stories and Games Inspired by Cultural Heritage

23. How do gamified digital therapeutics work on obesity self-management?

25. Editorial: Gamification, social skills and mental health promotion.

28. XR Review: A Comprehensive Analysis of Visual Function Testing and Gamification in Extended Reality Environments

29. H2O-EduK, A Serious Game for Children to Educate on the Urban Water Cycle

30. Gamification using technologies for occupational safety training in the civil construction sector.

31. Examining and Comparing the Effectiveness of Virtual Reality Serious Games and LEGO Serious Play for Learning Scrum.

32. Updating the Foodbot Factory serious game with new interactive engaging features and enhanced educational content.

33. MODERN ROAD SAFETY TRAINING USING GAME-BASED TOOLS.

34. Infection prevention in medical education – results of a descriptive cross-sectional study in Germany.

35. DEVELOPING LEARNING SKILLS THROUGH GAME-BASED LEARNING IN COMPLEX SCENARIOS: A CASE IN UNDERGRADUATE LOGISTICS EDUCATION.

36. A structured review on game‐based learning applied to electrical power and energy engineering.

37. A System Design Approach of Gamification for disseminating Intangible Oral Expressions of Indigenous Textile Heritage

38. BehaviourCoach: Exploring the Use of a Web-Based Serious Game in Health Promotion

39. Gamification in Education

40. Digital Educational Tools for Undergraduate Nursing Education: A Review of Serious Games, Gamified Applications and Non-Gamified Virtual Reality Simulations/Tools for Nursing Students

41. Gamification in Education.

42. Predictive Validity, Applicant Reactions, and Influence of Personal Characteristics of a Gamefully Designed Assessment.

43. Use of Gamification for Adult Physical Rehabilitation in Occupational Therapy; A Novel Concept?

44. Is GBL Good for Teachers? A Game for Teachers on How to Foster Students' Self-Regulated Learning.

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

46. How ChatGPT can inspire and improve serious board game design.

47. How to Create Serious Games? Proposal for a Participatory Methodology.

48. Blue Is for Boys and Pink Is for Girls: How to Break Gender Stereotypes with a Videogame.

49. Decreasing psychological distance to climate adaptation through serious gaming: Minions of Disruptions

50. Envisioning gamification in anesthesia, pain management, and critical care: basic principles, integration of artificial intelligence, and simulation strategies

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