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Your search keyword '"GAMIFICATION"' showing total 42 results

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42 results on '"GAMIFICATION"'

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1. Student Engagement and Academic Achievement: The Effect of Gamification on Case and Project-Based Online Learning

2. The Role of Gamification Implementation in Improving Quality and Intention in Software Engineering Learning

3. The Effect of the Use of Digital Gamification and Metacognitive Skills on Students' Mathematics Solving Ability

4. Gamification: Game as a Medium for Learning Chemistry to Motivate and Increase Retention of Students' Learning Outcomes

5. Proceedings of International Conference on Research in Education and Science (ICRES) (Cappadocia, Turkey, May 18-21, 2023). Volume 1

6. Proceedings of International Conference on Studies in Education and Social Sciences (Antalya, Turkey, October 20-23, 2023). Volume 1

7. Examining the Effect of the Task-Technology Fit of Game Mechanisms on Learning Outcomes in Online Gamification Platforms

8. Design of Academic Gamification Model Based on Myers-Briggs Type Indicator (MBTI) through Pre-Experimental Design

9. Utilizing an SDL Approach in Designing a Gamification-Based MOOC to Enhance Autonomous Learning

10. Acceptance of Digital Game-Based Learning by Accounting and Business Lecturers: Empirical Evidence from Indonesia Based on the Extended Technology Acceptance Model

11. Utilising Gamification for Online Evaluation through Quizizz: Teachers' Perspectives and Experiences

12. Game-Based Learning Sustainability during Social Distance: The Role of Gamification Quality

13. Proceedings of the International Association for Development of the Information Society (IADIS) International Conferences on Educational Technologies (ICEduTech), Sustainability, Technology and Education (STE), Internet Technologies & Society (ITS), and Applied Management Advances in the 21st Century (AMA21) (Virtual, December 14-16, 2022)

14. Teaching French Grammar in an Informal Cooperative Study Group through Kahoot

15. Implementation of Gamification and Bloom's Digital Taxonomy-Based Assessment: A Scale Development Study with Mixed-Methods Sequential Exploratory Design

16. Proceedings of International Conference on Humanities, Social and Education Sciences (iHSES) (Washington, District of Columbia, July 15-19, 2020). Volume 1

17. ASSESSING GAMIFICATION-BASED LMS FOR EFL STUDENTS: A SELF-DIRECTED LEARNING FRAMEWORK.

18. Effectiveness of Gamification of Ubiquitous-based Learning Media as an Initiative of Open-World Learning Metaverse Conversion in Business and Management Course.

19. Augmented reality application in tourism.

20. Pre-service EFL teachers' identity construction in relation to digital gamification: A social theory of learning perspective.

21. Improving Students' Literacy and Numeracy Using Mobile Game-Based Learning with Augmented Reality in Chemistry and Biology.

22. Personal Learning Services and Immersive Learning in Art Design to Enhance Indonesian Education.

23. Gamified food waste awareness campaign to support responsible consumption agenda: A design thinking approach.

24. Designing customer involvement programme with gamification framework.

25. Factors Influencing the Use of Donation-Based Crowdfunding Platforms in Indonesia and The Development Strategies.

26. IMPACTS OF GAMIFICATION LEARNING APPROACH ON STUDENT'S PERFORMANCE AND PERCEPTION DURING COVID 19 POST PANDEMIC 2021 IN INDONESIA NEW NORMAL LEARNING SETTING.

27. GAMIFICATION: GAME AS A MEDIUM FOR LEARNING CHEMISTRY TO MOTIVATE AND INCREASE RETENTION OF STUDENTS' LEARNING OUTCOMES.

28. Building a Learning Management System which Features Gamification of Appreciative Inquiry for a Remote Elementary School in Indonesia.

29. The roles of gamification, knowledge creation, and entrepreneurial orientation towards firm performance.

30. Effectiveness of gamification strategy to increasing shopee’s customer loyalty in shopee’s marketing public relations.

31. Evaluation of continued use on Kahoot! as a gamification-based learning platform from the perspective of Indonesia students.

32. Towards User-generated Microgames for Supporting Learning: An Investigative Exploration.

33. Applying gamification to improve the quality of teaching and learning of Chemistry in high schools: A case study of Indonesia.

34. Gamification for Science Learning Media: Challenges of Teacher and Expectations of Students.

35. Design Gamification Models in Higher Education: A Study in Indonesia.

36. Mobile Application Design for Heritage Tourism Uses Gamification Approach in Indonesia.

37. Design of Smart Gamification In Village Tourism: An Indonesian Case Study.

38. Game-Based Multimedia for Horizontal Numeracy Learning.

39. CrimeID: Towards Crime Prevention and Community Safety in Indonesia using Mobile and Web Technology.

40. Interactive Gamification Learning Media Application For Blind Children Using Android Smartphone in Indonesia.

41. Gamification for Elementary Mathematics Learning in Indonesia.

42. A Gamification Interactive Typing for Primary School Visually Impaired Children in Indonesia.

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