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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. STEAM Education with Gamification: A Bibliometric Analysis

8. 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)

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

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

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

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

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

14. 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

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

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

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

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

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

20. Math Education for Gifted Individuals: Digital Gamification

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

36. Communicative Competence in Students with ASD: Interaction and Immersion in a Gamified Augmented Environment

37. Curating Cognition in Higher Degree Art Education

38. It's Game Time: Improving Basic Psychological Needs and Promoting Positive Behaviours through Gamification in Physical Education

39. Gamified Blockchain Education in Experiential Learning: An Analysis of Students' Cognitive Well-Being

40. Gamification Improves Learning: Experience in a Training Activity of Computer Programming in Higher Education

41. Using Digital Gamification to Improve Language Achievement, Foreign Language Enjoyment, and Ideal L2 Self: A Case of English as a Foreign Language Learners

42. Fostering Autonomous Motivation: A Deeper Evaluation of Gamified Learning

43. Exploring the Effectiveness and Moderators of Game Learning on Creativity Enhancement: A Meta-Analysis

44. Break out of Your Routine with Escape Rooms

45. The Mixed Methods Treasure Hunt: Reflecting on the Legacy of Dr. Michael D. Fetters in Teaching Mixed Methods Research

46. Unlocking Potential: Systematic Review the Use of Gamification in Leadership Curriculum

47. Advancing Gamification Research and Practice with Three Underexplored Ideas in Self-Determination Theory

48. Examining the Effects of a Game-Based Learning Environment on Fifth Graders' Reading Comprehension and Reading Motivation

49. Gamifying Gamification in the Sociology Classroom

50. Development and Assessment of a Virtual Escape-Room Game for Teaching Industrial Bioprocesses

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