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151. Improving students' engagement using gamification by integrating flow theory and self determination theory.

152. Critical study of possibilities of gamification in higher education: Challenges, opportunities, and solutions.

153. Developing an educational mobile game prototype to shift from classroom activities to online gamifications.

154. Digital Humanistic Crowdsourcing of Gamification Based on Interactive Digital Narrative: Taking Henan Yuediao Opera as a Case.

155. Formulating best practices for digital game-based learning: A meta-analysis study.

156. A meta-analysis of the implementation of the gamification approach of the last decade.

157. Making a Better Future Using Simulation and Gaming.

158. Virtual Reality as Therapy.

159. Enhancing motivation and academic performance through gamified digital game-based learning methodology using the ARCS model.

160. Systematic literature review on gamified professional training among employees.

161. Using a Game-Based Translation Learning App and Google Apps to Enhance Translation Skills: Amplification and Omission.

162. Gamifying Public Engagement on Sustainability Issues: From Motivational Affordances to the Effectiveness of Symmetrical Public Relations.

163. Motivating school communities towards behavior change and local ownership: a gamification intervention to prevent trachoma at primary schools in southern Ethiopia.

164. Benevolent Transgressive Play in Dungeons & Dragons [D&D].

165. Quality of Evidence and Pedagogical Strategy in Using Gamification in Medical Education Literature: A Systematic Review.

166. Gamification in Education.

167. Educator's blueprint: A how‐to guide for creating analog serious games for learning in medical education.

168. How to improve creativity: a study of gamification, money, and punishment.

169. A study on learning analytics of using mobile augmented reality application to enhance cultural competence for design cultural creation in higher education.

170. Augmented‐reality‐enhanced game‐based learning in flipped English classrooms: Effects on students' creative thinking and vocabulary acquisition.

171. The attention atlas virtual reality platform maps three-dimensional (3D) attention in unilateral spatial neglect patients: a protocol.

172. SatelliteSkill5 —An Augmented Reality Educational Experience Teaching Remote Sensing through the UN Sustainable Development Goals.

173. Gambling-like Features in fan Tokens.

174. Predictive Validity, Applicant Reactions, and Influence of Personal Characteristics of a Gamefully Designed Assessment.

175. Ready Player One: Gamification of a Criminal Justice Course.

176. What's the News About Bad News? A Review of Bad News Games as a Tool to Teach Media Literacy.

177. The Impact of Gamified Exercise Activities on Increasing Motivation for Participation in Sports Classes: A Case Study of Public Library Staff in Tehran Province.

178. Preventing pollution: A scoping review of immersive learning environments and gamified systems for children and young people.

179. Constructivist gamification environment model designing framework to improve ill-structured problem solving in learning sciences.

180. Associating spatial knowledge with concept maps to facilitate learning in digital gaming contexts.

181. Understanding museum visitors' question-asking through a mobile app.

182. How leaderboard positions shape our motivation: the impact of competence satisfaction and competence frustration on motivation in a gamified crowdsourcing task.

183. The calculated management of life and all that jazz: gaming quality assurance practices in English further education.

184. Gamification as a health education strategy of adolescents at school: Protocol for a systematic review and meta-analysis.

185. You Got It in Your Hands: Stop-Signal Modality Influences on Reactive Response Inhibition with Gaming Controls.

186. From forceful compliance to motivated endorsement: effects of gamification on policy compliance during COVID-19.

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

188. ESCAPE the Boring Lecture: Tips and Tricks on Building Puzzles for Medical Education Escape Rooms.

189. Thinking outside of the [cold] box: implementing a human-centered design approach to understand barriers and craft solutions to cold chain equipment maintenance in Niger.

190. Crossover design in triage education: the effectiveness of simulated interactive vs. routine training on student nurses' performance in a disaster situation.

191. Harnessing technology and gamification to increase adult physical activity: a cluster randomized controlled trial of the Columbia Moves pilot.

192. Gamification in dermatology: A systematic review.

193. Science to practice: Does gamification enhance intrinsic motivation?

194. A game-based mechanism for managing 2-decomposable tasks in competitive crowdsourcing environments.

195. Potential Customer Analysis Based on Gender, Age, Retention, Motivation Using K-Means and Octalysis Gamification Approach.

196. MySSOF: Gamification Reward System for Enhancing Employee Participation and Activeness in Organizational Activities.

197. Students' perceptions of the use of Kahoot! in English as a foreign language classroom learning context.

198. Gamification of complex morphology learning: the case of Turkish.

199. Exploring the effectiveness of persuasive games for disease prevention and awareness and the impact of tailoring to the stages of change.

200. COMPARING KAHOOT, QUIZIZZ, AND WORDWALL IN EFL READING CLASS.

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