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297 results on '"game elements"'

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251. A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study

252. Playing alone: can game design elements satisfy user needs in gamified mHealth services?

253. Game Awareness: A Questionnaire.

254. Attractiveness of game elements, presence, and enjoyment of mobile augmented reality games: The case of Pokémon Go.

255. A Conceptual Engagement Framework for Gamified E-Learning Platform Activities

256. The impact of gamification on students learning engagement

257. Enhancing Childhood Multidisciplinary Obesity Treatments: The Power of Self-Control Abilities as Intervention Facilitator

258. Gamification frameworks for serious web applications

259. Human value based game design

260. Oyunlaştırılmış bir soru cevap aracının meslek lisesi öğrencilerinin akademik başarı ve içsel motivasyonuna etkisi

261. Clustering Users to Determine the Most Suitable Gamification Elements.

262. Mobile Health for Smoking Cessation Among Disadvantaged Young Women During and After Pregnancy: User-Centered Design and Usability Study.

263. Online game design theories for interactive marketing : Gamification is not enough

264. Gamification to enhance motivation in a real world order picking environment of an online grocer: A case study at Picnic

265. gMOOCs – Flow and Persuasion to Gamify MOOCs

266. Towards Implementing Gamification in MOOCs

267. A systematic investigation into the use of game elements in the context of software business landscapes: a systematic literature review

268. An Intervention Using Gamification to Increase Human Immunodeficiency Virus and Sexually Transmitted Infection Screening Among Young Men Who Have Sex With Men in California: Rationale and Design of Stick To It

269. Diseño de experiencias de juego para la promoción de la competencia cívica

270. Investigating the usage of thermal feedback as an active game element

272. Oyunlaştırma uygulamasında kullanılan oyun elementlerine yönelik öğrencilerin öğretmenlerin ve velilerin görüşleri: İçsel motivasyon ve teknoloji kabul çalışması

273. Using game elements to increase students’ motivation for providing peer assistance

274. Gamification usage ecology

275. A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study.

276. Gamification: Strategic tool in organizational learning

277. Gamification as a Mean of Driving Online Consumer Behaviour: SOR Model Perspective

278. Motivating and engaging efl learners in e-learning with game elements

279. Análisis de aplicaciones móviles para la enseñanza de español como lengua extranjera [Recurso electrónico]

280. Oyunlaştırmada oyun elemanlarının kullanımı: Adidas Micoach, Khan Academy, Superbetter ve Swarm uygulamalarının örnek olay yöntemi ile incelenmesine yönelik keşifsel bir çalışma

281. A Persuasive mHealth Behavioral Change Intervention for Promoting Physical Activity in the Workplace: Feasibility Randomized Controlled Trial.

282. Serious games for smoking prevention and cessation: A systematic review of game elements and game effects.

283. GAMESIT: A gamified system for information technology training.

284. The Effects of Gamification in Online Learning Environments: A Systematic Literature Review.

285. Gamification vs. Privacy: Identifying and Analysing the Major Concerns.

286. Socialinių tinklų ir žaidimo elementų taikymo visuomenei šviesti aplinkos taršos mažinimo klausimais galimybių tyrimas

287. Game elements improve performance in a working memory training task

288. A Roadmap to applying Gamification to improve Commercial Standard Processes

289. Gamifikační systémy a jejich integrace v organizaci

290. Using game elements to motivate environmentally reponsible behaviour

291. Using game elements to motivate environmentally reponsible behaviour

292. Using game elements to motivate environmentally reponsible behaviour

293. Using game elements to motivate environmentally reponsible behaviour

294. The DODDEL model: A flexible document-oriented model for the design of serious games

295. An Intervention Using Gamification to Increase Human Immunodeficiency Virus and Sexually Transmitted Infection Screening Among Young Men Who Have Sex With Men in California: Rationale and Design of Stick To It.

297. Gamification in Education and Learning

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