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2,202 results on '"GAMIFICATION"'

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1. Exploring the Impact of the Gamified Metaverse on Knowledge Acquisition and Library Anxiety in Academic Libraries.

2. Effectiveness of game learning media in science subjects: Bibliometric analysis.

3. Conceptual model of quality improvement gamification framework.

4. A review of virtual reality application on STEM based education.

5. Game-based learning approach on students' motivation in mathematics learning: A systematic review of literature.

6. Gamification model in physics flipped classroom for increasing out-of-class participation.

7. Making decisions based on multiple criteria in developing a league season teaching strategy for understanding playing functionalities.

8. A survey of medical school aspirant perceptions of an unexpected lottery‐facilitated admissions adaptation.

9. Exploring the effect of green gamification on users' low-carbon awareness: a cognitive dissonance perspective.

10. "YOU'RE MY PEOPLE": ACCOUNTING FOR THE "US" IN THE LAST OF US.

11. Game-based learning as training to use a chemotherapy preparation robot.

12. Which pedagogical approaches are more effective in mobile learning? A meta‐analysis and research synthesis.

13. Mathematical experience in game‐based problem‐solving.

14. Gamification for Sustainable Development.

15. Gamified Intervention for Health Promotion of Families in Child Health Clinics — A Cluster Randomised Trial.

16. Live and Let Die - Battle Stories of Gamified Sustainable Consumption App Creators.

17. Gamification and Sustainable Water Use: The Case of the BLUTUBE Educational Program.

18. The escape room experience: Exploring new ways to deliver interprofessional education.

19. A novel multiagent system for cervical motor control evaluation and individualized therapy: integrating gamification and portable solutions.

20. Gamified online course design: a scoping review of the research.

21. A Two-Stage co-Design Process of Battleship-AST Persuasive Game for Active School Transportation in Northern Sweden.

22. Gamification of Learning Aviation Knowledge for Improving the Efficiency of Flight Training.

23. Developing a gamified digital platform to promote extracurricular activities in basic and secondary schools – preliminary findings.

24. Effect of Gamification, Financial Incentives, or Both to Increase Physical Activity Among Patients at High Risk of Cardiovascular Events: The BE ACTIVE Randomized Controlled Trial.

25. GRAAL—modeling, prototyping and assessing a gamified responsible augmented assembly line system.

26. Fostering students' AI literacy development through educational games: AI knowledge, affective and cognitive engagement.

27. Enhancing ESG learning outcomes through gamification: An experimental study.

28. Community‐Science‐ Projekte in der Wissenschaft.

29. Mobile Banking Intention: Nexus Between Innovation, Tech Adoption, and Gamification.

30. Gamification improves learning: Experience in a training activity of computer programming in higher education.

31. Examining the Commonalities and Differences Between Gamblification and Gamification: A Theoretical Perspective.

32. La gamificación en el aprendizaje de las matemáticas en estudiantes de tercer grado de educación general básica de la unidad educativa Gloria Gorelik.

33. La gamificación como estrategia neurodidáctica para fortalecer el aprendizaje de la lectura en estudiantes de tercer grado de educación básica.

34. Incorporating Evidence-Based Gamification and Machine Learning to Assess Preschool Executive Function: A Feasibility Study.

35. Gamification of digital art: promoting speculative design and interactive experience.

36. Toward Usability Testing of Motivational Affordances through Gamification.

37. GamiProM: A Generic Gamification Model Based on User Profiles.

38. Designing a Community-Based Health Promotion Program for Older Adults Based on Perceived Usefulness, Service Experience, Perceived Value, and Behavioral Intention.

39. Game-based learning to improve diagnostic accuracy: a pilot randomized-controlled trial.

40. go4cognition: Evaluation of a Newly Developed Multicomponent Intervention in Mild Cognitive Impairment.

41. Factors That Help and Hinder the Implementation of Community-Wide Behavior Change Programs.

42. Physical Activity and Social Comparison: The Importance of Group Composition in an Employee Fitbit Intervention.

43. Altruism or egoism – how do game features motivate cooperation? An investigation into user we-intention and I-intention.

44. Towards understanding the mechanism through which reward and punishment motivate or demotivate behaviours.

45. Making physical activity fun and accessible to adults with intellectual disabilities: A pilot study of a gamification intervention.

46. Understanding Gamification Advertising Effectiveness in an S-Commerce Context: A Study in an Emerging Market.

47. Exploring the impact of gamification on students’ academic performance: A comprehensive meta‐analysis of studies from the year 2008 to 2023.

48. Human–Human Interactions’ Influence on Impulse-Buying Intention in Live Commerce: The Roles of Guanxi, co-Viewer Trust, and Gamification.

49. The design and evaluation of gamified online role-play as a telehealth training strategy in dental education: an explanatory sequential mixed-methods study.

50. Designing a Greedy and Earth-Devouring Cat: Towards a Critical Feminist Approach to Gamification.

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