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

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

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

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

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

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

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

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

59. Compete to Learn: Toward Cybersecurity as a Sport

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

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

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

63. A Study on Educational Software Development through Gamification in Guitar Education

64. EFL Secondary Education Teachers' Perceptions toward Using Online Student Response Systems

65. The Effect of Gamified Adaptive Intelligent Tutoring System Artibos on Problem-Solving Skills

66. A Second Experimental Study the Application of a Teaching Plan for the Algorithms Subject in an Undergraduate Course in Computing Using Active Methodologies

67. Professors' Perception of the Use of Digital Skills and Gamification in a Peruvian University

68. Serious Video Games in Engineering Education: A Scoping Review

69. Social Networks and Gamification in Physical Education: A Case Study

70. Effects of Gamification on Active and Reflective Learners' Engagement and Cognitive Load

71. Effects of Cognitive Load Level on Students' Attitude towards the Gamified Course

72. Kahoot, Quizizz, and Quizalize in the English Class and Their Impact on Motivation

73. Gamification in Education: A Citation Network Analysis Using CitNetExplorer

74. The Impact of Gamified Learning Using Quizizz on ESL Learners' Grammar Achievement

75. Personalized Feedback in a Virtual Learning Environment

76. Analysis of the Effectiveness of Using Kahoot! In University Degrees in Building Engineering

77. Effectiveness of Gamification on the Community of Inquiry Development in Online Project-Based Programming Courses Conducted on Facebook

78. Gamification: Game as a Medium for Learning Chemistry to Motivate and Increase Retention of Students' Learning Outcomes

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

80. Technologies for Education: From Gamification to AI-Enabled Learning

81. Use of Gamification in English Learning in Higher Education: A Systematic Review

82. The Impact of Gamification on Secondary School Students' Grammar Proficiency

83. Evaluation of Perception of Use of a Gamified Platform from the Student Perspective: An Approach for Studying Unified Modeling Language

84. The Effects of Gamified Instructional Material on Learners' Perceived Motivation and Academic Achievement

85. Proceedings of International Conference on Academic Studies in Technology and Education (ICASTE2023) (Antalya, Turkey, November 16-19, 2023)

86. Gamification and Player Profiles among Faculty in Mexico

87. Gamification: Trends and Opportunities in Language Teaching and Learning Practices

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

89. Gamification in Foreign Language Teaching: A Conceptual Introduction

90. Systematic Literature Review of the Effort of Gaming Elements on E-Learning Platforms

91. The Effect of Gamification on Pre-Service Teachers' Technology Acceptance

92. Effects of Bias, Gamification and Monetary Compensation on MOOC Dropouts

93. The Effect of Gamification on Math Achievement, Motivation, and Learning Strategies in Flipped Classrooms

94. Gamification's Efficacy in Enhancing Students' HTML Programming Skills and Academic Achievement Motivation

95. Edutainment: Assessing Students' Perceptions of Kahoot! as a Review Tool in French L2 Classes

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

97. Digital Escape Rooms for World Languages

98. 'It Helped to Know I Wasn't Alone': Exploring Student Satisfaction in an Online Community with a Gamified, Social Media-Like Instructional Approach

99. Gamification of Life and the Gaming Society: The Ludic Century. SpringerBriefs in Education

100. Drivers and Barriers to the Utilisation of Gamification and Game-Based Learning in Universities: A Systematic Review of Educators' Perspectives

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