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83 results on '"GAMIFICATION"'

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1. Book Review: Gaming and Extremism: The Radicalization of Digital Playgrounds Edited by Linda Schlegel and Rachel Kowert

2. Stealth Gamification in der selbstgesteuerten non-formalen Erwachsenenbildung

3. Revue des plateformes de gamification pour l'enseignement des langues étrangères

4. Infection prevention in medical education – results of a descriptive cross-sectional study in Germany

5. Gamification in Rehabilitation: The Role of Subjective Experience in a Multisensory Learning Context – A Narrative Review

6. Planungshilfe zur Erstellung digitaler Escape-Rooms

7. Designing an interactive course based on gamification by educators and VET providers

8. Grywalizacja jako metoda aktywnego uczenia się osób dorosłych. Rozważania w perspektywie teorii autodeterminacji Edwarda L. Deciego i Richarda M. Ryana

9. Evaluating an online-game intervention to prevent violent extremism

10. Overcoming Psychological Barriers: Online Teaching as a Black Swan of Education

11. Digitalisierung, Inklusion und Gamification. Verschränkung von Querschnittsthemen in der Lehrkräftebildung im Lehr-Lern-Raum Inklusion

12. Digitalisierung in der Schule

13. Online Escape Game zur Förderung der Informationskompetenz bei Studierenden der Ingenieurwissenschaften

14. Kabul Arzusu Aracılığında Oyun Deneyiminin Örgütsel Öğrenme Kapasitesine Etkisi

15. Evaluating an Interactive Film on the Prevention of Political Radicalization

16. Features of gamification component introduction during the development of constructive strategies for overcoming youth life crises

17. GAMIFICATION IN LANGUAGES FOR MEDICAL AND HEALTHCARE PURPOSES CLASSES: THE OUTCOMES OF A EUROPEAN SURVEY

18. Die Einführung von Gamification im DaF Unterricht an der Obafemi Awolowo Universität, Ile-Ife, Nigeria.

19. English through the use of smartphone apps as motivation for students from the School of Tourism and Gastronomy

20. Jumanji Extremism? How games and gamification could facilitate radicalization processes

21. Il labirinto delle finanze: un gioco sull’educazione finanziaria per le scuole secondarie di secondo grado

22. Scalable Game Design Switzerland

23. Experimental research on the formation of future ship engineers' communicative competence based on gamification approach

24. The Use of Game Elements in Higher Education in the Context of Motivating Different Types of Users of Gamified Systems

25. Phenomenon of Videogame Culture in Modern Society

26. Von der Dokumentation zur Motivation

27. Implementation of Gamification and Elements of Augmented Reality During the Binary Lessons in a Secondary School

28. GAMIFICATION IN HIGHER EDUCATION: EXPERIENCE OF POLAND AND UKRAINE

29. Präsentation zum Workshop: Gamification – Praktischer Einsatz des Trends in der FDM Kompetenzvermittlung

30. Gamification-ein wirksames Tool für die Physiotherapie?

31. 'Serious Gaming' – oder Spielen ernst nehmen. Ein Forschungsprogramm

32. Development of an exergame for finger- and handstrength training

33. (Einsatz von) Gamification als möglicher Antrieb zur kontinuierlichen Bewertung (des Contents) einer iOS Applikation

34. Weiterentwicklung eines spielbasierten Fingerkraft-Training-Systems

35. Learning Analytics an Schulen – Hintergrund und Beispiele

36. Gamifying Online Training in Management Education to Support Emotional Engagement and Problem-solving Skills

37. Klimaduell – das Klima gewinnt

38. »Now let’s continue testing« - ›Portal‹ and the Rat in a Maze

39. Socially responsible Travel by Gamification Conception of a mobile App to increase Awareness and Motivation for socio-cultural and socio-economic Sustainability on Vacation

40. Schulungskonzept zu Git und GitLab : Gamification zum besseren Lernen

41. Gamification elements in learning applications - How do gamification elements influencethe learning outcome and experience?

42. Gamification Frameworks and How They Can Be Used

43. Gamification in Schools

44. Il labirinto delle finanze: un gioco sull’educazione finanziaria per le scuole secondarie di secondo grado

45. The Current State of the Gamification in E-Learning

46. Unterstützung digitaler Bildungsprozesse durch interaktive gamifizierte Lernvideos - Wie innovative Lernvideos Motivation und Lernerfolg steigern können

47. Life-Long Learning : a playful experience design of a webapp for competence building

48. Konzeptionierung und Software-Architektur für eine gamifizierte Applikation zur Erhöhung der körperlichen Aktivität

50. Lehren und Lernen in den Ingenieurwissenschaften. innovativ - digital - international

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