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22 results on '"GAMIFICATION"'

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

2. The Project-Based Learning Model Using Gamification to Enhance 21st Century Learners in Thailand

3. Application for Grammar Skills: A Case Study of Thai EFL Undergraduates

4. Using MOOC and Gamification Hybrid Learning Models in Rural Public Schools in Thailand

5. Smart Learning for a Sustainable Society: Proceedings of the 7th International Conference on Smart Learning Environments. Lecture Notes in Educational Technology

6. Effects of Gamification in English Language Learning: The Implementation of 'Winner English' in Secondary Education in Thailand

7. Metaverse Virtual Learning Management Based on Gamification Techniques Model to Enhance Total Experience

8. Mobile-Assisted Language Learning Using Task-Based Approach and Gamification for Enhancing Writing Skills in EFL Students

9. Digital Gamification in Memory Recall of English Vocabulary with Lower-Elementary Students

10. Implementing Gamified Vocabulary Learning in Asynchronous Mode

11. Proceedings of International Conference on Humanities, Social and Education Sciences (iHSES) (Washington, District of Columbia, July 15-19, 2020). Volume 1

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

13. Comparing the Impact of Non-Gamified and Gamified Virtual Reality in Digital Twin Virtual Museum Environments: A Case Study of Wieng Yong House Museum, Thailand.

14. Using Zoom and Card Game to Conduct Advance Care Planning Classes: An Innovative Practice.

15. GAMIFICATION AND ITS INFLUENCE ON FINANCIAL MANAGEMENT BEHAVIORS OF YOUNG INVESTORS.

16. Digital Platform-Mediated Tourism System in Small-Town Destination.

17. Mobile-Assisted Language Learning using Task-Based Approach and Gamification for Enhancing Writing Skills in EFL Students.

18. USING MOOC AND GAMIFICATION HYBRID LEARNING MODELS IN RURAL PUBLIC SCHOOLS IN THAILAND.

19. Increasing Programming Self-Efficacy (PSE) Through a Problem-Based Gamification Digital Learning Ecosystem (DLE) Model.

20. The Synthesis of a Model of Problem-Based Learning With the Gamification Concept to Enhance the Problem-Solving Skills for High Vocational Certificate.

21. Enhanced Knowledge and Engagement of Students Through the Gamification Concept of Game Elements.

22. A model for enhancing employees' lifelong learning intention online.

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