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2,202 results on '"GAMIFICATION"'

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201. Gamification in dermatology: A systematic review.

202. Science to practice: Does gamification enhance intrinsic motivation?

203. A game-based mechanism for managing 2-decomposable tasks in competitive crowdsourcing environments.

204. Exploring the effectiveness of persuasive games for disease prevention and awareness and the impact of tailoring to the stages of change.

205. Enhancing intrinsic learning motivation through gamification: a self-determination theory perspective.

206. To continue or not to continue? Examining the antecedents of MOOCs continuance intention through the lens of the stimulus-organism-response model.

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

208. Gamification to Improve Medication Adherence: A Mixed-method Usability Study for MedScrab.

209. Using game-based learning to teach young people about privacy and online safety.

210. Effects of Gamification on Behavioral and Cognitive Engagement of Students in the Online Learning Environment.

211. Health promotion through physical activity applications using gamification.

212. Gamificación y aprendizaje ubicuo en la educación superior: aplicando estilos de aprendizaje.

213. Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda.

214. INNOVATION MANAGEMENT APPROACHES: DESIGN VALUE CALCULATOR GAMIFICATION.

215. Werewolf on campus: A case study in inoculation theory and gamified one-shot library instruction.

216. Gamification of Cataloguing and Classification Education in Nigeria Library and Information Science Schools: A Technology-Enhanced Approach.

217. The added value of game elements: better training performance but comparable learning gains.

218. Players chatter and dice clatter: exploring sonic power relations in posthuman game-based learning ecologies.

219. IPEx: A gamification tool for learner application of pharmacologic principles of opioid use, misuse, and addiction.

220. The retention of information in virtual reality based engineering simulations.

221. Business as usual? How gamification transforms internal party democracy.

222. Exploring the differences between gamer and non-gamer students in the effects of gamification on their motivation and learning.

223. Investigating the impact of a gamified learning analytics dashboard: Student experiences and academic achievement.

224. Qrowdsmith: Enhancing Paid Microtask Crowdsourcing with Gamification and Furtherance Incentives.

225. It's a Winning Condition! Examining the Impact of Meaningful Gamification with Preservice Teachers.

226. Rethinking gamified democracy as frictional: a comparative examination of the Decide Madrid and vTaiwan platforms.

227. Including audience response systems in debriefing. A mixed study during nursing simulation-based learning.

228. Gamification Framework for Participatory Modeling: A Proposal.

229. Typologies and Features of Play in Mobile Games for Mental Wellbeing.

230. Engaging the EFL students in online class through gamification.

231. Engaging the EFL students in online class through gamification.

232. GVAPE framework implications for sensing exergames: A view on gamification, anatomical movements, performance analysis and experiences.

233. Students' perceptions of Toxicolitaire™– a digital card game for medical toxicology students.

234. Introduction to the special issue on the impact of interface design for soliciting user's feedback.

235. 'Playing sport playfully': on the playful attitude in sport.

236. Increasing motivation in social exercise games: personalising gamification elements to player type.

237. Disaster day: a simulation-based competition for educating emergency medicine residents and medical students on disaster medicine.

238. Serious games to assess university students’ soft skills: investigating the effectiveness of a gamified assessment prototype.

239. Homo Athletica to Homo Digitalis: Esports as Sport.

240. Multi-dimensional evaluation of an educational board game using real-time diagnostic procedure scaffolding: analysis of learners' learning effectiveness, flow, anxiety, and emotion.

241. Card and board game design for medical education: length and complexity considerations.

242. Effects of gamified didactic with exergames on the psychological variables associated with promoting physical exercise: results of a natural experiment run in primary schools.

243. Computer programming in primary schools: Swedish Technology Teachers' pedagogical strategies.

244. ECRIMO, an app to train first graders' spelling: Effectiveness and comparison between different designs.

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

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

247. The Infusion of Gamification in Promoting Chemical Engineering Laboratory Classes.

248. MATEMATİK EĞİTİMİNDE DİJİTAL OYUNLAŞTIRMA ETKİNLİKLERİ KULLANIMININ ORTAOKUL ÖĞRENCİLERİNİN AKADEMİK BAŞARILARINA VE TUTUMLARINA ETKİSİ.

249. Key in socially driven game dynamics, open the doors of agility - an empirical study on gamification and employee agility.

250. Learning Italian as a Second Language in a Sample of Ukrainian Children: A Game-Based Learning Approach.

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