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13,511 results on '"GAMIFICATION"'

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151. Can Gamification Enhance Online Learning? Evidence from a Meta-Analysis

152. Gamification as a Methodology to Enhance Analytical and Sustainable Engagement on Social Media

153. Utilizing Gamification to Promote Pro-Sustainable Behavior among Information Technology Students

154. The Flipped Classroom Optimized through Gamification and Team-Based Learning

155. Applying Game-Based Learning in Primary Education: A Systematic Review of Journal Publications from 2010 to 2020

156. Pedagogical Technologies and Cognitive Development in Secondary Education

157. 'CARBGame' (CARd & Board GAmes in Medical Education): A Gamification Innovation to Foster Active Learning in Biochemistry for Medical Students

158. Systematic Review of Sport Coaches' and Teachers' Perceptions and Application of Game-Based and Constraints-Led Pedagogy: A Qualitative Meta-Study

159. Computer Games Are Scalable and Engaging Alternatives to Traditional Undergraduate Mathematics Homework

160. 'Let's Play?' A Systematic Review of Board Games in Biology

161. The Gamer Psychology: A Psychological Perspective on Game Design and Gamification

162. 'My Favorite Assignment': Selections from the ABC 2023 Annual Conference, Denver, Colorado, USA: Seeing the Future of Business Communication Teaching from a Mile High Perch

163. Gamification and Open Learner Model: An Experimental Study on the Effects on Self-Regulatory Learning Characteristics

164. Pre-Service Teachers' Perception of Active Learning Methodologies in History: Flipped Classroom and Gamification in an E-Learning Environment

165. Leveraging the Potential of Large Language Models in Education through Playful and Game-Based Learning

166. EFL Learners' Motivation in a Gamified Formative Assessment: The Case of Quizizz

167. Get That App!: Examining Parental Evaluations of Numeracy Apps

168. Effects of a Place-Based Digital Gameful Learning Experience on Middle School Students' Watershed Literacy and Attitudes about Desktop Virtual Reality Gameplay

169. Developing a Gamified Digital Platform to Promote Extracurricular Activities in Basic and Secondary Schools -- Preliminary Findings

170. A Gamified Platform to Support Educational Activities about Fake News in Social Media

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

172. Gamified Online Course Design: A Scoping Review of the Research

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

174. Improving Students' Problem-Solving Abilities through Answering Questions in Metaverse Games: Taking GOXR Software as an Example

175. 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

176. How Competitive, Cooperative, and Collaborative Gamification Impacts Student Learning and Engagement

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

178. Using Learning Analytics to Explore Peer Learning Patterns in Asynchronous Gamified Environments

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

180. Edutainment: Assessing Students' Perceptions of Kahoot! as a Review Tool in French L2 Classes

181. Using MOOC and Gamification Hybrid Learning Models in Rural Public Schools in Thailand

182. Digital Escape Rooms for World Languages

183. 'It Helped to Know I Wasn't Alone': Exploring Student Satisfaction in an Online Community with a Gamified, Social Media-Like Instructional Approach

184. Gamifying ESL Classrooms through Gamified Teaching and Learning

185. Security Simulations in Undergraduate Education: A Review

186. Education in the Post-COVID-19 Era -- Opportunities and Challenges: Proceeding of 2022 International Conference on Learning and Teaching in the Digital World. Lecture Notes in Educational Technology

187. To Click, or Not to Click? Perfectionism and the Association of Gender and Competitiveness on Game-Point Monitoring

188. Gamification of Life and the Gaming Society: The Ludic Century. SpringerBriefs in Education

189. Drivers and Barriers to the Utilisation of Gamification and Game-Based Learning in Universities: A Systematic Review of Educators' Perspectives

190. Proceedings of the 18th Latin American Conference on Learning Technologies (LACLO 2023). Lecture Notes in Educational Technology

191. Design and Evaluation of a Remote Synchronous Gamified Mathematics Teaching Activity That Integrates Multi-Representational Scaffolding and a Mind Tool for Gamified Learning

192. Gamification as a Tool to Improve Educational and Training Outcomes in Civil Engineering

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

194. An Examination of Opinions of Teacher Candidates on a Course Enriched through Gamification

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

196. Gamification in Higher Education: A Review of the Literature

197. Effects of Gamification in English Language Learning: The Implementation of 'Winner English' in Secondary Education in Thailand

198. The Effect of Gamification on Learner Motivation: A Meta-Analysis Study

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

200. HANNA -- A Gamified Digital Supplementary Course Material Developed to Help Socially Disadvantaged Pupils Learn English

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