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Your search keyword '"GAMIFICATION"' showing total 62 results

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62 results on '"GAMIFICATION"'

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1. Pre-Service Primary Teachers' Perceptions of Gamification as a Methodology

2. It's Game Time: Improving Basic Psychological Needs and Promoting Positive Behaviours through Gamification in Physical Education

3. A Pilot Study on Gamified and Conventional E-Quizzes Reinforcing Human Histology among First-Year Medical and Physiotherapy Students

4. Narrative World Building: Creative Applications for Gamification in Study Abroad

5. Social Networks and Gamification in Physical Education: A Case Study

6. Analysis of the Effectiveness of Using Kahoot! In University Degrees in Building Engineering

7. Teaching the Use of Gamification in Elementary School: A Case in Spanish Formal Education

8. The Effects of Gamification on the Motivation and Basic Psychological Needs of Secondary School Physical Education Students

9. The Combined Effects of an Anatomy Program Integrating Drawing and Gamification on Basic Psychological Needs Satisfaction among Sport Sciences Students: Results of a Natural Experiment

10. Comparing Gamification Models in Higher Education Using Face-to-Face and Virtual Escape Rooms

11. Impact of a Training Programme on the E-Rubric Evaluation of Gamification Resources with Pre-Service Secondary School Science Teachers

12. Engaging Future Engineers: The Case Study of a Serious Game Implementation

13. Effects of Gamified Didactic with Exergames on the Psychological Variables Associated with Promoting Physical Exercise: Results of a Natural Experiment Run in Primary Schools

14. 'STAR WARS™: The First Jedi' Gamification Program -- Improvement of Fitness among College Students

15. Computer Games and the Study of Terminology: An Application to National Accounts

16. Latent Factors on the Design and Adoption of Gamified Apps in Primary Education

17. Gamification and Mobile Learning: Innovative Experiences to Motivate and Optimise Music Content within University Contexts

18. Digital game-based learning for transgender identity awareness: a qualitative study in Spanish social education degree.

19. Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review.

20. Teaching the Use of Gamification in Elementary School: A Case in Spanish Formal Education.

21. Including audience response systems in debriefing. A mixed study during nursing simulation-based learning.

22. Impact of a peer-to-peer escape room activity in the learning of Human Physiology of medical students from the university of Málaga.

23. Shall we play together? Game-based learning for engagement and classroom climate in Spanish socially deprived communities.

24. Study Based on Gamification of Tests through Kahoot!™ and Reward Game Cards as an Innovative Tool in Physiotherapy Students: A Preliminary Study.

25. Gamification Based on User Types: When and Where It Is Worth Applying.

26. Analysis of a forced blended-learning program in social sciences higher education during the COVID-19 post-pandemic.

27. Gamification as a Pedagogical Model to Increase Motivation and Decrease Disruptive Behaviour in Physical Education.

28. Learning about political systems while playing: Testing short-term knowledge retention through a role-play classroom game.

29. Gamification as a Resource in Education. A Bibliometric Analysis in Times of Pandemic.

30. New Resident Training Strategy Based on Gamification Techniques: An Escape Room on Sepsis in Children.

31. Gamification for English language teaching: A case study in translation and interpreting.

32. Gamification and family leisure to alleviate the psychological impact of confinement due to COVID‐19.

33. Real-world and game-based learning to enhance decision-making.

34. Reasoning and learning with board game-based learning: A case study.

35. Effects of game-based interventions on functional capacity in acutely hospitalised older adults: results of an open-label non-randomised clinical trial.

36. GAMIFICATING PHYSICAL EDUCATION PEDAGOGY. COLLEGE STUDENTS’ FEELINGS.

37. ICT and gamification experiences with CLIL methodology as innovative resources for the development of competencies in compulsory secondary education.

38. Incentives for Plastic Recycling: How to Engage Citizens in Active Collection. Empirical Evidence from Spain.

39. The Business of Gamifying School Work: Perceptions of the Gamification Phenomenon and the Services and Companies Behind It.

40. Análisis del pensamiento creativo y niveles de activación del alumno tras una experiencia de gamificación.

41. Social Seducement: Empowering Social Economy Entrepreneurship. The Training Approach.

42. Analysis of energy consumption profiles in residential buildings and impact assessment of a serious game on occupants' behavior.

43. Effects of a Gamified Educational Program in the Nutrition of Children with Obesity.

44. Investigating the Potential market of a Serious Game for Training of Alzheimer's Caregivers in a Northern Spain region.

45. Brazilian and Spanish Mathematics Teachers' Predispositions towards Gamification in STEAM Education.

46. A themed game to learn about nursing theories and models: A descriptive study.

47. Feasibility and Acceptability of an Asthma App to Monitor Medication Adherence: Mixed Methods Study.

48. Perception of nursing students about the implementation of GREENS© methodology in nursing studies.

49. Effect of the Flipped Classroom and Gamification Methods in the Development of a Didactic Unit on Healthy Habits and Diet in Primary Education.

50. Promoting Social and Emotional Learning and Subjective Well-Being: Impact of the "Aislados" Intervention Program in Adolescents.

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