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1. The "STAR WARS: The First Jedi" Program-Effects of Gamification on Psychological Well-Being of College Students.

2. The combined effects of an anatomy program integrating drawing and gamification on basic psychological needs satisfaction among sport sciences students: Results of a natural experiment.

3. Virtual reality cricothyrotomy - a case-control study on gamification in emergency education.

4. Informing Personalised Gamification Interventions Through a Novel Gamified Quiz.

5. Can gamification reduce the burden of self-reporting in mHealth applications? A feasibility study using machine learning from smartwatch data to estimate cognitive load.

6. Escape the Room! Utilizing Gamification in a Preceptor Training Workshop.

7. Attraction and achievement as 2 attributes of gamification in healthcare: an evolutionary concept analysis

8. Gamification of Cervical Spine Physiotherapy by Virtual Reality Software: Is This Real Rehabilitation?

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

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

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

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

13. Gamification as a health education strategy of adolescents at school: Protocol for a systematic review and meta-analysis.

14. Harnessing technology and gamification to increase adult physical activity: a cluster randomized controlled trial of the Columbia Moves pilot.

15. Gamification: a Novel Approach to Mental Health Promotion.

17. Psychometric investigation of the gamification Hexad user types scale with Brazilian Portuguese adolescents speakers.

18. Game on: Can gamification enhance productivity?

19. Gamification in Biomedical Science Education: The Successful Implementation of Resimion, a Scenario-Based Learning Tool.

20. Analysis of different gamification-based teaching resources for physiotherapy students: a comparative study.

21. Efficacy in the use of gamification strategy in phonological therapy.

22. Effects of inductive learning and gamification on news veracity discernment.

23. Using Gamification to Engage Clinical Nurses in Quality Improvement.

24. Gamification of Physical Therapy Exercises Using Commercial Entertainment Content: A Safety and Feasibility Study.

26. Who likes to learn new things? How Gamification User Types and Satisfaction but not the frustration of basic psychological needs explain the preference for learning new things.

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

28. Gamification in pharmacy education: a systematic quantitative literature review.

29. Gamification: Basic concepts and applications in radiology.

30. Effects of Gamification on Assessment of Spatial Release From Masking.

31. "I Learned More Because I Became More Involved": Teacher's and Students' Voice on Gamification in Physical Education Teacher Education.

32. Evaluation of a digital game for teaching behavioral aspects of clinical communication in dentistry.

33. Personalized Gamification for Learning: A Reactive Chatbot Architecture Proposal.

34. Gamification and neurotraining to engage men in behavioral weight loss: Protocol for a factorial randomized controlled trial.

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

36. A Systematic Review of Game-Based Assessment in Education in the Past Decade

37. STEAM Learning as a Base for Developing Communication Skills in Inclusive Schools

38. Simulating Similarities to Maintain Academic Integrity in Programming

39. Unlocking the Potential in a Gamification-Based MOOC: Assessing Autonomous Learning and Self-Directed Learning Behaviors

40. PBLGM Model through Visual Programming Language (VPL) for Digital Competencies and Problem-Solving Skills

41. Development of a Serious Game as a Natural Hazard Planning Decision Support Tool

42. Transitioning from Paper to Touch Interface: Phoneme-Grapheme Recognition Testing and Gamification in Primary School Classrooms

43. The Effects of Gamified Daily Awards on Digital Vocabulary Flashcard Learning: A Case Study

44. ICT Mediated Gamification in Education Degrees: A Commitment to Sustainability

45. STEAM Education with Gamification: A Bibliometric Analysis

46. Proceedings of the International Association for Development of the Information Society (IADIS) International Conferences on e-Society (ES 2024, 22nd) and Mobile Learning (ML 2024, 20th) (Porto, Portugal, March 9-11, 2024)

47. Teachers' Self-Efficacy towards Gamification: A Scale Development Study

48. A Scientometrics Analysis and Systematic Review of STEAM Education with Gamification

49. A Comprehensive Bibliometric Review of Gamified Learning in Higher Education

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

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