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1. Relationship and Variation of Dimensions in Gamified Experiences Associated with the Predictive Model Using GAMEX

2. Implementing Gamification to Enhance Reading Engagement and Reading Comprehension of Thai EFL University Students

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

4. Transforming Education with the Internet of Things: A Journey into Smarter Learning Environments

5. Math Education for Gifted Individuals: Digital Gamification

6. The Effectiveness of Gamification in Physical Education: A Systematic Review

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

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

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

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

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

12. Virtual Universities: An Overview & Trends

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

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

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

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

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

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

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

20. 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

21. Investigating the Effectiveness of Gamification on Supply Chain Operations Knowledge and Practice

22. A Journey to Identify Users' Classification Strategies to Customize Game-Based and Gamified Learning Environments

23. Gamified Virtual Labs: Shifting From Physical Environments For Low-Risk Interactive Learning

24. Application of Gamified Virtual Laboratories as a Preparation Tool for Civil Engineering Students

25. Presenting Points or Rank: The Impacts of Leaderboard Elements on English Vocabulary Learning through Video Lectures

26. Examining the Effect of the Task-Technology Fit of Game Mechanisms on Learning Outcomes in Online Gamification Platforms

27. Collecting Big Data through Citizen Science: Gamification and Game-Based Approaches to Data Collection in Applied Linguistics

28. Can an Augmented Reality-Integrated Gamification Approach Enhance Vocational High School Students' Learning Outcomes and Motivation in an Electronics Course?

29. Applying Game-Related Methods in the Writing Classroom: A Scoping Review

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

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

32. Pedagogical Technologies and Cognitive Development in Secondary Education

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

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

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

36. '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

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

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

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

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

41. Effects of a Collaborative and Gamified Online Learning Methodology on Class and Test Emotions

42. Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review

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

44. Intangible Rewards versus Tangible Rewards in Gamified Online Learning: Which Promotes Student Intrinsic Motivation, Behavioural Engagement, Cognitive Engagement and Learning Performance?

45. Using Gamification to Support Learning in K-12 Education: A Systematic Literature Review

46. 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

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

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

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

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

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