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158 results on '"Gamification"'

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1. Инновационные методы обучения в области компьютерных наук и естественных наук

2. Academic Opportunities of Gamification at University

3. Formation of students’ subject skills in mathematics in the process of digital didactic game

4. Gamification: characteristics, trends, risks

5. POSSIBILITIES OF USING GAMIFICATION IN TEACHING ECONOMICS TO MEDICAL UNIVERSITY STUDENTS

6. Development of an application for the formation of mathematical abilities and economic wit

7. Concepts of culture of digital society in contemporary sociology

8. Transformation of Government-Society Relations in Context of Contemporary Informational Technologies

9. Gamification of Business Processes of HR Management

10. GAMIFICATION AS A METHOD OF SOCIAL MANAGEMENT

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

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

13. INTER-Encyclopedia: Interviewing Children

14. The features of game mechanics use in teaching computer science for the development of creative thinking of students

15. Deceptive Heroism – an Attempt to Redefine the Figures of War in Mass Culture on the Example of Films and Computer Games

16. Biopolitical Aspect of Contemporary Urban Media Architecture

17. АНАЛИЗ ПРИМЕНЕНИЯ ПРИНЦИПОВ ТЕОРИЙ МОТИВАЦИИ В ГЕЙМИФИКАЦИИ ОБУЧЕНИЯ.

18. Milovanova Developing High School Students’ Listening Skills in The Context of Multimodal English Communication by Means of a MoodleBased Training Program

19. Regional youth in a nonlinear global-local society: New forms of social tension

20. Game Technologies and Gamification Techniques in Teaching English: An Analysis of Pedagogical Experience

21. The Method of Teaching Schoolchildren the Basics of Security on The Internet

22. Students’ expectations from innovations in education

23. ПРОБЛЕМЫ РАЗВИТИЯ ТЕОРИИ ГЕЙМИФИКАЦИИ В РОССИИ

24. Scientific and Methodological Support for Teachers in the Context of Gamification in Mathematics Study in the Russian System of Additional Education

25. Gamification and automated control in teaching mathematics

26. On the Educational Potential of Humor, Science Fiction, and Game

27. Language Contacts between China and Russia: from Classical Schools to a Virtual Educational Environment

28. Hybrid Model for Tutorial Engagement

29. Дидактические игры на занятиях по преподаванию французского языка.

30. STEM В КЛАСНАТА СТАЯ (Ролята на технологиите и играта като част от образователния процес).

31. Digital Pedagogy: Experience of Advanced Training

32. To the Question of the Use of Mobile Educational Game Apps as a Simulator in Russian Language Teaching

33. GAMIFIER LES ÉVALUATIONS EN CLASSE DE FLE /ГЕЙМІФІКАЦІЯ ОЦІНЮВАННЯ НА УРОКАХ ФРАНЦУЗЬКОЇ МОВИ

34. THE WORKSHOP METHOD OF CONDUCTING BUSINESS ENGLISH CLASSES BY SECOND YEAR STUDENTS OF THE SPECIALTY «ENTREPRENEURSHIP, TRADE, AND EXCHANGE»

35. Gamification of business processes: Sociological analysis of the advanced management practices

36. Διερεύνηση των αντιλήψεων των μελλοντικών εκπ&#945...

37. Modern e-learning technologies: analysis of the impact of gamification methods on student engagement in the educational process

38. Games and the Future of Man. Gamification as a Transhumanist Program

39. Gamification of promotional discourse practices on TV: the problem of influencing mass consciousness of the audience

40. GAMIFICATION TECHNOLOGIES FOR THE EARLY EDUCATION OF OBJECT-ORIENTED PROGRAMMING

41. ИНТЕГРИРАНЕ НА ПРИЛОЖЕНИЕТО DUOLINGO FOR SCHOOLS В ОБУЧЕНИЕТО ПО ТРЕТИ ЕЗИК.

42. Mobile applications in foreign language teaching in the higher education system

43. Potential of the computer game «Plines» as a tool for differentiating the cognitive abilities of schoolchildren

44. Phenomenon of Videogame Culture in Modern Society

45. Methodical approach to training of IT-professionals based on networking

46. MONITORING OF QUALITY OF EDUCATIONAL ACHIEVEMENTS: SUBJECT, FUNCTIONS, METHODS

47. Gamification in personnel management of sport – recreation service companies

48. THE ROLE OF INFORMATION TECHNOLOGY IN THE EFFECTIVENESS INCREASING OF SOCIAL WORK WITH YOUNG PEOPLE

49. Gamification in education

50. МЕДИАТЕКСТ КАК НОСИТЕЛЬ КОММУНИКАТИВНЫХ НОРМ

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