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20 results on '"GAMIFICATION"'

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1. Playing the Game: A Realist Approach to Evaluating Online Student Access, Retention, Progression and Attainment Initiatives

2. Factors That Help and Hinder the Implementation of Community-Wide Behavior Change Programs.

3. Using game‐based learning and online flipped classrooms with degree apprenticeship students.

4. Cards against gamification: Using a role-playing game to tell alternative futures in the gig economy.

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

6. Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation.

7. Learning through playing: appreciating the role of gamification in business management education during and after the COVID-19 pandemic.

8. Can Occupational Stress be Reduced by Gamification? A Study of Newcomers.

9. Common Pitfalls in Quantitative Research - A Game of Family fortunes.

10. Breaking disciplinary silos: A global approach to interprofessional education.

11. SHIFT IN BALANCE: UK PERSPECTIVE ON DEMOCRATIC DEFICIT ADDRESSED BY PARTICIPATORY TURN AND GAMIFICATION.

12. Using quizzes to provide an effective and more enjoyable dental education: A pilot study.

13. Gamification of warehousing: exploring perspectives of warehouse managers in the UK.

14. Feasibility of a Nutrition Label Education Intervention With Computer Gamification to Promote Learning With Year 10 Students.

15. Disrupting monopoly: homelessness, gamification and learned resourcefulness.

16. Gamification of in‐class activities in flipped classroom lectures.

17. Gotta catch 'em all or not enough time: Users motivations for playing Pokémon Go™ and non-users' reasons for not installing.

18. Application of the Principles of Gamification to Facilitate Acquisition of Self-Management Skills in Young People With Long-Term Medical Conditions.

20. Use of gamification strategies and tactics in mobile applications for smoking cessation: a review of the UK mobile app market.

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