Search

Your search keyword '"GAMIFICATION"' showing total 13,455 results

Search Constraints

Start Over You searched for: Descriptor "GAMIFICATION" Remove constraint Descriptor: "GAMIFICATION" Language english Remove constraint Language: english
13,455 results on '"GAMIFICATION"'

Search Results

51. Virtual Reality and Gamification in Education: A Systematic Review

52. Children with Dyslexia Show No Deficit in Exogenous Spatial Attention but Show Differences in Visual Encoding

53. Making Physical Activity Fun and Accessible to Adults with Intellectual Disabilities: A Pilot Study of a Gamification Intervention

54. The Effect of Gamification with Web 2.0 Tools on EFL Learners' Motivation and Academic Achievement in Online Learning Environments

55. Gamification Enhances Student Intrinsic Motivation, Perceptions of Autonomy and Relatedness, but Minimal Impact on Competency: A Meta-Analysis and Systematic Review

56. Factors Contributing to Teachers' Acceptance Intention to Gamified EFL Tools: A Scale Development Study

57. Use of Gamification and Game-Based Learning in Educating Generation Alpha: A Systematic Literature Review

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

59. Combining Intelligent Tutoring Systems and Gamification: A Systematic Literature Review

60. Gather.Town: A Gamification Tool to Promote Engagement and Establish Online Learning Communities for Language Learners

61. Using Productive Failure to Learn Genetics in a Game-Based Environment

62. Effect of Web 2.0 Gamification Tools on Listening Comprehension Skills in a Second Foreign Language German Course

63. Impact of Gamification Applications on Students' Attitudes towards Lesson and Procrastination Behaviors

64. Virtual Universities: An Overview & Trends

65. An Examination of Influential Factors on Gamification in Higher Education: A Content Analysis

66. Developing Digital Accessibility and Inclusion Skills: A Gamification and Flipped Learning Approach

67. The TOY Gamification Model: A Comprehensive Method to Effective Design

68. Unlocking Success in the App-Generation: Empowering Higher Achieving Students in the Digital Age

69. Use of Gamification in Primary and Secondary Education: A Systematic Literature Review

70. Training of the Future Teacher in the Flipped Learning Model in an Online Environment

71. Comparative Study of Game-Based Epedagogies in an Online Undergraduate Course

72. Gamified Educational Robots Lead an Increase in Motivation and Creativity in STEM Education

73. Gamification Pedagogy: A Motivational Approach to Student-Centric Course Design in Higher Education

74. Collaborative Creativity among Undergraduate Students as Game Creators during Gamification in a University-Wide Elective Course

75. The Story of the Hatter and the Agile Methods Course: Gamification and Game Thinking in Education

76. Gamified Lesson Plan Development with ELT Pre-Service Teachers: A Gamified Google Classroom Experience

77. Designing Gamification for Case and Project-Based Online Learning: A Study in Higher Education

78. Compete to Learn: Toward Cybersecurity as a Sport

79. A Systematic Mapping Study on Gamification Applications for Undergraduate Cybersecurity Education

80. Trends and Gaps in Empirical Research on Gamification in Science Education: A Systematic Review of the Literature

81. Exploring the Impact of Gamification on Skill Development in Special Education: A Systematic Review

82. Plickers to Support Similarities Learning: An Experience on 7th Grade Portuguese Basic Education

83. A Study on Educational Software Development through Gamification in Guitar Education

84. EFL Secondary Education Teachers' Perceptions toward Using Online Student Response Systems

85. The Effect of Gamified Adaptive Intelligent Tutoring System Artibos on Problem-Solving Skills

86. Gamification in Education: A Citation Network Analysis Using CitNetExplorer

87. The Impact of Gamified Learning Using Quizizz on ESL Learners' Grammar Achievement

88. Effectiveness of Gamification on the Community of Inquiry Development in Online Project-Based Programming Courses Conducted on Facebook

89. The Project-Based Learning Model Using Gamification to Enhance 21st Century Learners in Thailand

90. A Second Experimental Study the Application of a Teaching Plan for the Algorithms Subject in an Undergraduate Course in Computing Using Active Methodologies

91. Serious Video Games in Engineering Education: A Scoping Review

92. Professors' Perception of the Use of Digital Skills and Gamification in a Peruvian University

93. Personalized Feedback in a Virtual Learning Environment

94. Technologies for Education: From Gamification to AI-Enabled Learning

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

96. The Impact of Gamification on Secondary School Students' Grammar Proficiency

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

98. Effects of Gamification on Active and Reflective Learners' Engagement and Cognitive Load

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

100. Kahoot, Quizizz, and Quizalize in the English Class and Their Impact on Motivation

Catalog

Books, media, physical & digital resources