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293 results on '"GAMIFICATION"'

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

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

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

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

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

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

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

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

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

10. Toward Usability Testing of Motivational Affordances through Gamification.

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

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

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

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

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

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

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

18. Player Types in Gamified Learning: Conceptualization, Validation, and Profiling.

19. Exploring the impact of different types of E-learners’ anonymity on their learning engagement in competitive gamified language learning.

20. Does Competition in Online Games Foster Green Behaviour in Life? The Relationship Between Gamification Affordances and Engagement in Green Behaviours.

21. A gamified-integrated STEM activity about global climate change.

22. Raising student motivation and interest in football through rich media platforms: the experience of China.

23. Applying game-based learning in primary education: a systematic review of journal publications from 2010 to 2020.

24. 'Let's play?' A systematic review of board games in biology.

25. Enhancing graduate employability – exploring the influence of experiential simulation learning on life skill development.

26. Attitudes towards gamification advertising in Vietnam: a social commerce context.

27. Research the experience of using gamification in corporate learning.

28. The Motivational Effects and Educational Affordance of Serious Games on the Learning of Cantonese Opera Movements.

29. The effects of gamification on the motivation and basic psychological needs of secondary school physical education students.

30. Using a web-based multilingual platform to support elementary refugee students in mathematics.

31. Promoting learning of biomechanical concepts with game-based activities.

32. Influences of Gamification on Repurchase Intention and Intrinsic Motivations in Egyptian Hotels and Travel Agencies: The Mediating Role of Customer Engagement.

33. Service design through the emotional mechanics of gamification and value co-creation: a user experience analysis.

34. The gamer psychology: a psychological perspective on game design and gamification.

35. Quest-based learning and motivation in an EFL context.

36. Examining Counselor-In-Training Self-Efficacy Through a “Choose-Your-Own-Adventure” Classroom Activity.

37. Gamification, intrinsic motivation, and task performance of employees: the moderating role of goal difficulty.

38. Tackling misinformation with games: a systematic literature review.

39. Personalised gamification enhances student participation but produces mixed effects on emotional and cognitive engagements: a systematic review.

40. Developing competencies through flow, gamification and cultural integration: an analysis of the potential of games in teaching/learning.

41. Evaluating the effectiveness of game-based learning for teaching refugee children Arabic using the integrated LEAGUÊ-GQM approach.

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

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

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

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

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

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

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

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

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

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