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1. Student Engagement and Academic Achievement: The Effect of Gamification on Case and Project-Based Online Learning

2. Integrating Segmenting and Gamification Principles in the Design of Interactive Gamified Programming Assessments for Low Achievers

3. Enhancing the Digital Competence of Prospective Primary School Teachers through Utilizing Kahoot!

4. Opening the 'Black Box': How Out-of-Class Use of Duolingo Impacts Chinese Junior High School Students' Intrinsic Motivation for English

5. Employing Gamification-Incentive-Feedback (GIF) Model in Enhancing Classroom Learning Experience

6. The Role of Gamification Implementation in Improving Quality and Intention in Software Engineering Learning

7. A Systematic Review of Game-Based Assessment in Education in the Past Decade

8. STEAM Learning as a Base for Developing Communication Skills in Inclusive Schools

9. Simulating Similarities to Maintain Academic Integrity in Programming

10. Unlocking the Potential in a Gamification-Based MOOC: Assessing Autonomous Learning and Self-Directed Learning Behaviors

11. PBLGM Model through Visual Programming Language (VPL) for Digital Competencies and Problem-Solving Skills

12. Development of a Serious Game as a Natural Hazard Planning Decision Support Tool

13. Transitioning from Paper to Touch Interface: Phoneme-Grapheme Recognition Testing and Gamification in Primary School Classrooms

14. The Effects of Gamified Daily Awards on Digital Vocabulary Flashcard Learning: A Case Study

15. ICT Mediated Gamification in Education Degrees: A Commitment to Sustainability

16. STEAM Education with Gamification: A Bibliometric Analysis

17. Proceedings of the International Association for Development of the Information Society (IADIS) International Conferences on e-Society (ES 2024, 22nd) and Mobile Learning (ML 2024, 20th) (Porto, Portugal, March 9-11, 2024)

18. Teachers' Self-Efficacy towards Gamification: A Scale Development Study

19. A Scientometrics Analysis and Systematic Review of STEAM Education with Gamification

20. A Comprehensive Bibliometric Review of Gamified Learning in Higher Education

21. Preparing Preservice Teachers for Classroom Management with the Use of Online Case-Based Instruction Strategies

22. Collaborative Learning Based on Sophisticated Thinking Laboratory (STB-LAB) and Gather Town as Gamification Tool for Blended Laboratory on Science Undergraduate Students

23. The Development of Instruction Media in Board Game to Enhance the Capability in the Development of Thai Textbook and the Happiness in Learning for Undergraduate Students

24. The Development of Students' Creative Problem-Solving Skills through Learning Model in Gamification Environment Together with Cartoon Animation Media

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

26. Pre-Service Primary Teachers' Perceptions of Gamification as a Methodology

27. Relationship and Variation of Dimensions in Gamified Experiences Associated with the Predictive Model Using GAMEX

28. Transforming Education with the Internet of Things: A Journey into Smarter Learning Environments

29. Math Education for Gifted Individuals: Digital Gamification

30. The Effectiveness of Gamification in Physical Education: A Systematic Review

31. The Effect of the Use of Digital Gamification and Metacognitive Skills on Students' Mathematics Solving Ability

32. STEAM Learning Environment on Gamification System to Promote Innovators: A Bibliometric Analysis and Systematic Review

33. Active Learning Methodologies for Teaching Programming in Undergraduate Courses: A Systematic Mapping Study

34. A Systematic Review of Gamification in MOOCs: Effects on Student Motivation, Engagement, and Dropout Rates

35. Effect of Gamification on Gamers: Evaluating Interventions for Students Who Game the System

36. Preparing UK Students for the Workplace: The Acceptability of a Gamified Cybersecurity Training

37. Exploring the Impact of Gamification on Students' Academic Performance: A Comprehensive Meta-Analysis of Studies from the Year 2008 to 2023

38. The Evaluation of Gamification Implementation for Adult Learners: A Scale Development Study Based on Andragogical Principles

39. Using a Partially Flipped Classroom and Gamification to Improve Student Performance in a First-Year Electronic Circuits Course

40. Is Immersion in 3D Virtual Games Associated with Mathematical Ability Improvement in Game-Based Learning?

41. Assessing Implicit Computational Thinking in Game-Based Learning: A Logical Puzzle Game Study

42. Your Body Tells How You Engage in Collaboration: Machine-Detected Body Movements as Indicators of Engagement in Collaborative Math Knowledge Building

43. The Impact of Gamification on Training, Work Engagement, and Job Satisfaction in Banking

44. Gamify Your Way to an Engaging Specialist Classroom: Lessons Learned in the Library from Teaching during a Pandemic

45. Combining Inquiry, Universal Design for Learning, Alternate Reality Games and Augmented Reality Technologies in Science Education: The IB-ARGI Approach and the Case of Magnetman

46. A Murder Mystery Gamification Session to Consolidate Analytical Biochemical Techniques Learning

47. Escaping the Environmental Crises: Online Escape Rooms for Evaluating Student Data Analysis Skills

48. Proceedings of TEEM 2023: The Eleventh International Conference on Technological Ecosystems for Enhancing Multiculturality. Lecture Notes in Educational Technology

49. Exploring the Effects of Personalized Recommendations on Student's Motivation and Learning Achievement in Gamified Mobile Learning Framework

50. Motivating Students to Become Self-Regulatory Learners: A Gamified Mobile Self-Regulated Learning Approach

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