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Your search keyword '"GAMIFICATION"' showing total 95 results

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95 results on '"GAMIFICATION"'

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1. Accessibility of games and game-based applications: A systematic literature review and mapping of future directions.

2. MODERN ROAD SAFETY TRAINING USING GAME-BASED TOOLS.

3. Infection prevention in medical education – results of a descriptive cross-sectional study in Germany.

4. Updating the Foodbot Factory serious game with new interactive engaging features and enhanced educational content.

5. Predictive Validity, Applicant Reactions, and Influence of Personal Characteristics of a Gamefully Designed Assessment.

6. Gamification in Education.

7. An IoT Sensing Platform and Serious Game for Remote Martial Arts Training.

8. Developing a Serious Game for Rail Services: Improving Passenger Information During Disruption (PIDD).

9. Primary Schoolers' Response to a Multisensory Serious Game on Cartesian Plane Coordinates in Immersive Virtual Reality.

10. USING SENSORS TO DETECT AND ANALYZE STUDENTS’ ATTENTION DURING ROAD SAFETY TRAINING IN PRIMARY SCHOOL.

11. Conducting educational escape rooms during a global pandemic.

12. Gamificación y políticas públicas ¡Que empiece el juego!

13. The use of digital games in academic maritime education: a theoretical framework and practical applications.

14. The Corporate (Magic) Circle: Fun Work or Controlled Play?

15. LEARNING BY PLAYING: A CASE STUDY OF THE EDUCATION IN PHOTOGRAPHY BY DIGITAL GAMES.

16. Negami: An Augmented Reality App for the Treatment of Spatial Neglect After Stroke.

17. MILYEN A JÓ „KOMOLY JÁTÉK”? – JÁTÉKFEJLESZTÉS, TESZTELÉS ÉS HALLGATÓI VISSZAJELZÉSEK.

18. Serious Games for Vision Training Exercises with Eye-Tracking Technologies: Lessons from Developing a Prototype.

19. Comparing the Effectiveness of Video-Based Learning and Game-Based Learning Using Teacher-Authored Video Games for Online Software Engineering Education.

20. Improving Environmental Outcomes With Games: An Exploration of Behavioural and Technological Design and Evaluation Approaches.

21. A Web-Based Gaming Approach to Decrease HIV-Related Stigma: Game Development and Mixed Methods Evaluation.

22. How do students see the role of serious games in education?

23. Gamification of graduate medical education in an emergency medicine residency program.

24. A Comparative Analysis of Tools for Presenting Cultural-historic Resources in Education.

25. Systematic Literature Review (SLR) on the application of serious games in basic science courses for the virtual modality as a strategy to improve the student retention rate•.

26. Gamifying Employer Branding: Attracting Critical Talent in Crisis Situations like COVID-19.

27. A Photography-based, Social Media Walking Intervention Targeting Autonomous Motivations for Physical Activity: Semistructured Interviews With Older Women.

28. Gamification in Diplomacy Studies as an Effective Tool for Knowledge Transfer: Questionnaire Study.

29. Identifying Player Types to Tailor Game-Based Learning Design to Learners: Cross-sectional Survey using Q Methodology.

30. Longitudinal analysis of sustained performance on gamified cognitive assessment tasks.

31. Gamification and cultural institutions in cultural heritage promotion: a successful example from Italy.

32. Gamification in otolaryngology: A narrative review.

33. Effects of game-based interventions on functional capacity in acutely hospitalised older adults: results of an open-label non-randomised clinical trial.

34. The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis.

35. A Virtual Reality Game Suite for Graded Rehabilitation in Patients With Low Back Pain and a High Fear of Movement:Within-Subject Comparative Study.

36. SHOOT2LEARN: FIX-AND-PLAY EDUCATIONAL GAME FOR LEARNING PROGRAMMING; ENHANCING STUDENT ENGAGEMENT BY MIXING GAME PLAYING AND GAME PROGRAMMING.

37. The learning adversary - An experimental investigation of adaptive pedagogical agents as opponents in educational videogames.

38. A new approach to Gamification in engineering education: the Learner-Designer Approach to Serious Games.

39. Impacto de los juegos serios en la fluidez matemática: Un estudio en Educación Primaria.

40. Using the Behaviour Change Wheel Program Planning Model to Design Games for Health: Development Study.

41. Investigating the Use of a Serious Game to Improve Opioid Safety Awareness Among Adolescents: Quantitative Study.

42. Serious Games Are Not Serious Enough for Myoelectric Prosthetics.

43. Successful Gamification of Cybersecurity Training.

44. The Process of Moral Decision-Making in a Game-Based Narrative Scenario through the Experience of Future Government Workers.

45. The Making and Evaluation of Digital Games Used for the Assessment of Attention: Systematic Review.

46. Medical Students' Perceptions of Play and Learning: Qualitative Study With Focus Groups and Thematic Analysis.

47. Personalized balance games for children with cerebral palsy: A pilot study.

48. Intrinsic integration in learning games and virtual instruction.

49. Impact of rewards on cognitive game performance: Competition with peers increases enjoyment in easy, but not difficult tasks.

50. Accessibility of games and game-based applications: A systematic literature review and mapping of future directions.

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