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1. Understanding Children’s Perceptions of Game Elements in an Online Gamified Intervention: Contributions by the Self-Determination Theory.

2. Exploring the Impact of Game Elements and Technological Platforms on Dementia Rehabilitation: A Scoping Review.

3. Down to the Rabbit Hole: How Gamification is Integrated in Blockchain Systems? A Systematic Literature Review.

4. Factors affecting the aesthetic experiences in educational games: A qualitative investigation

5. Gamification in spoken language pedagogy: Indonesian EFL teachers’ perspectives

6. Play-Based Learning With Games as a Dance Teaching Tool

7. IDENTIFYING PLAYER TYPES IN THE CLASSROOM FOR EFFECTIVE GAMIFICATION.

8. Gamify4LexAmb: a gamification-based approach to address lexical ambiguity in natural language requirements.

9. Gamification in the Transport and Mobility Sector: A Systematic Review.

10. A Systematic Review of Gamified Systems: A New Model for Strategic Development in Future Gamification Research.

11. From theory to practice: A systematic literature review of Gamified Flipped Learning in higher education

12. Game elements improve affect and motivation in a learning task

13. Testing Anchors, User Experience and Usability Among 4 Game Elements in a Kindy Immersive Augmented Reality Game

14. A Gamified Approach on Inducing Energy Conservation Behavior

15. Exploring the Effects of Gamification in Assisting Students Maintain a Better Work-Life Balance

16. Gamification Influences on Students’ Motivation in the EFL Classroom

17. Are Game Elements Fueling Learners’ Motivation via Positive Affect?

18. Opening up the gamification black box: effects of students' personality traits and perception of game elements on their engaged behaviors in a gamified course.

19. Gamify4LexAmb: a gamification-based approach to address lexical ambiguity in natural language requirements

20. Gamification in Education: Why, Where, When, and How?—A Systematic Review.

21. Exploring Common Game Elements in Serious Game Interventions for Health and Obesity Awareness in Children: A Systematic Review.

22. Formation of Socially Successful Personality of Adolescent Pupils by Means of Gamification (Kyiv City, Ukraine).

23. JOGANDO PARA APRENDER: COMO A GAMIFICAÇÃO ESTÁ MUDANDO A EDUCAÇÃO.

24. Capturing student interest in software engineering through gamification: a systematic literature review

27. Analyzing the Impact of a Gamification Approach on Primary Students’ Motivation and Learning in Science Education

29. Gamification of Cybersecurity Awareness for Non-IT Professionals: A Systematic Literature Review

30. Systematic literature review on gamified professional training among employees.

31. A FRAMEWORK FOR DEVELOPING USER-BASED ADAPTIVE GAMIFIED SYSTEMS.

32. Capturing student interest in software engineering through gamification: a systematic literature review.

33. From Game Elements to Active Learning Intentions: Exploring the Driving Factors in Digital Learning Platforms.

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

35. Gamification and ocean literacy in early secondary education

37. Gamification Equilibrium: The Fulcrum for Balanced Intrinsic Motivation and Extrinsic Rewards in Electronic Learning Systems.

39. 跨媒体叙事视域下游戏衍生服装设计方法研究.

41. The Classification of Game Elements for Manufacturing

42. Gamified Project-Based Learning: A Systematic Review

44. 'I Think It’s Quite Subtle, So It Doesn’t Disturb Me': Employee Perceptions of Levels, Points and Badges in Corporate Training

45. Improving instruction and sexual health literacy with serious games and gamification interventions: an outlook to students' learning outcomes and gender differences.

46. Gamification – Ein Einblick in aktuelle Forschungsergebnisse.

47. Gamification Equilibrium: The Fulcrum for Balanced Intrinsic Motivation and Extrinsic Rewards in Learning Systems

48. Gamification implementation for educational purposes: a scoping review (2013-2018)

49. A Serious Games and Game Elements Based Approach for Patient Telerehabilitation Contexts

50. Gamified Project-Based Learning: A Systematic Review of the Research Landscape.

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