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1. Student Engagement and Academic Achievement: The Effect of Gamification on Case and Project-Based Online Learning

2. Integrating Segmenting and Gamification Principles in the Design of Interactive Gamified Programming Assessments for Low Achievers

3. Enhancing the Digital Competence of Prospective Primary School Teachers through Utilizing Kahoot!

4. Opening the 'Black Box': How Out-of-Class Use of Duolingo Impacts Chinese Junior High School Students' Intrinsic Motivation for English

5. Employing Gamification-Incentive-Feedback (GIF) Model in Enhancing Classroom Learning Experience

6. The Role of Gamification Implementation in Improving Quality and Intention in Software Engineering Learning

7. Preparing Preservice Teachers for Classroom Management with the Use of Online Case-Based Instruction Strategies

8. Collaborative Learning Based on Sophisticated Thinking Laboratory (STB-LAB) and Gather Town as Gamification Tool for Blended Laboratory on Science Undergraduate Students

9. The Development of Instruction Media in Board Game to Enhance the Capability in the Development of Thai Textbook and the Happiness in Learning for Undergraduate Students

10. The Development of Students' Creative Problem-Solving Skills through Learning Model in Gamification Environment Together with Cartoon Animation Media

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

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

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

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

15. Math Education for Gifted Individuals: Digital Gamification

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

17. The Effect of the Use of Digital Gamification and Metacognitive Skills on Students' Mathematics Solving Ability

18. STEAM Learning Environment on Gamification System to Promote Innovators: A Bibliometric Analysis and Systematic Review

19. Active Learning Methodologies for Teaching Programming in Undergraduate Courses: A Systematic Mapping Study

20. A Systematic Review of Gamification in MOOCs: Effects on Student Motivation, Engagement, and Dropout Rates

21. Effect of Gamification on Gamers: Evaluating Interventions for Students Who Game the System

22. Preparing UK Students for the Workplace: The Acceptability of a Gamified Cybersecurity Training

23. Gamified Blockchain Education in Experiential Learning: An Analysis of Students' Cognitive Well-Being

24. Gamify Your Way to an Engaging Specialist Classroom: Lessons Learned in the Library from Teaching during a Pandemic

25. An Intelligent Serious Game for Digital Logic Education to Enhance Student Learning

26. MestreChef Nutritional Game: An Alternative Method to Promote Nutrition Facts Label Reading in Obesity Outreach Activities

27. The Effect of Gamification with Web 2.0 Tools on EFL Learners' Motivation and Academic Achievement in Online Learning Environments

28. Use of Gamification and Game-Based Learning in Educating Generation Alpha: A Systematic Literature Review

29. Narrative World Building: Creative Applications for Gamification in Study Abroad

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

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

32. Virtual Universities: An Overview & Trends

33. An Examination of Influential Factors on Gamification in Higher Education: A Content Analysis

34. Developing Digital Accessibility and Inclusion Skills: A Gamification and Flipped Learning Approach

35. The TOY Gamification Model: A Comprehensive Method to Effective Design

36. Unlocking Success in the App-Generation: Empowering Higher Achieving Students in the Digital Age

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

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

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

40. Gamified Educational Robots Lead an Increase in Motivation and Creativity in STEM Education

41. Gamification Pedagogy: A Motivational Approach to Student-Centric Course Design in Higher Education

42. Collaborative Creativity among Undergraduate Students as Game Creators during Gamification in a University-Wide Elective Course

43. The Story of the Hatter and the Agile Methods Course: Gamification and Game Thinking in Education

44. Gamified Lesson Plan Development with ELT Pre-Service Teachers: A Gamified Google Classroom Experience

45. Designing Gamification for Case and Project-Based Online Learning: A Study in Higher Education

46. Compete to Learn: Toward Cybersecurity as a Sport

47. A Systematic Mapping Study on Gamification Applications for Undergraduate Cybersecurity Education

48. Trends and Gaps in Empirical Research on Gamification in Science Education: A Systematic Review of the Literature

49. Exploring the Impact of Gamification on Skill Development in Special Education: A Systematic Review

50. Plickers to Support Similarities Learning: An Experience on 7th Grade Portuguese Basic Education

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