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Your search keyword '"GAMIFICATION"' showing total 24 results

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24 results on '"GAMIFICATION"'

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1. Preparing UK Students for the Workplace: The Acceptability of a Gamified Cybersecurity Training

2. Curating Cognition in Higher Degree Art Education

3. Playing the Game: A Realist Approach to Evaluating Online Student Access, Retention, Progression and Attainment Initiatives

4. Evaluation of the "15 Minute Challenge": A Workplace Health and Wellbeing Program.

5. Factors That Help and Hinder the Implementation of Community-Wide Behavior Change Programs.

6. Using game‐based learning and online flipped classrooms with degree apprenticeship students.

7. Cards against gamification: Using a role-playing game to tell alternative futures in the gig economy.

8. Developing a Serious Game for Rail Services: Improving Passenger Information During Disruption (PIDD).

9. Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation.

10. Learning through playing: appreciating the role of gamification in business management education during and after the COVID-19 pandemic.

11. Can Occupational Stress be Reduced by Gamification? A Study of Newcomers.

12. Common Pitfalls in Quantitative Research - A Game of Family fortunes.

13. Breaking disciplinary silos: A global approach to interprofessional education.

14. SHIFT IN BALANCE: UK PERSPECTIVE ON DEMOCRATIC DEFICIT ADDRESSED BY PARTICIPATORY TURN AND GAMIFICATION.

15. Using quizzes to provide an effective and more enjoyable dental education: A pilot study.

16. Gamification of warehousing: exploring perspectives of warehouse managers in the UK.

17. Question banks: credit? Or debit? A qualitative exploration of their use among medical students.

18. Disrupting monopoly: homelessness, gamification and learned resourcefulness.

19. Gamification of in‐class activities in flipped classroom lectures.

20. Feasibility of a Nutrition Label Education Intervention With Computer Gamification to Promote Learning With Year 10 Students.

21. Gotta catch 'em all or not enough time: Users motivations for playing Pokémon Go™ and non-users' reasons for not installing.

22. Application of the Principles of Gamification to Facilitate Acquisition of Self-Management Skills in Young People With Long-Term Medical Conditions.

24. Use of gamification strategies and tactics in mobile applications for smoking cessation: a review of the UK mobile app market.

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