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

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

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

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

5. Math Education for Gifted Individuals: Digital Gamification

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

7. Combining Intelligent Tutoring Systems and Gamification: A Systematic Literature Review

8. Gather.Town: A Gamification Tool to Promote Engagement and Establish Online Learning Communities for Language Learners

9. Using Productive Failure to Learn Genetics in a Game-Based Environment

10. Effect of Web 2.0 Gamification Tools on Listening Comprehension Skills in a Second Foreign Language German Course

11. Impact of Gamification Applications on Students' Attitudes towards Lesson and Procrastination Behaviors

12. Virtual Universities: An Overview & Trends

13. Building Literacy with Multilingual Learners: Insights from Linguistics. Third Edition

14. Gamification as a Methodology to Enhance Analytical and Sustainable Engagement on Social Media

15. Utilizing Gamification to Promote Pro-Sustainable Behavior among Information Technology Students

16. Applying Game-Based Learning in Primary Education: A Systematic Review of Journal Publications from 2010 to 2020

17. 'CARBGame' (CARd & Board GAmes in Medical Education): A Gamification Innovation to Foster Active Learning in Biochemistry for Medical Students

18. 'Let's Play?' A Systematic Review of Board Games in Biology

19. EFL Learners' Motivation in a Gamified Formative Assessment: The Case of Quizizz

20. How Competitive, Cooperative, and Collaborative Gamification Impacts Student Learning and Engagement

21. The Combined Effects of an Anatomy Program Integrating Drawing and Gamification on Basic Psychological Needs Satisfaction among Sport Sciences Students: Results of a Natural Experiment

22. Investigating the Effectiveness of Gamification on Supply Chain Operations Knowledge and Practice

23. A Journey to Identify Users' Classification Strategies to Customize Game-Based and Gamified Learning Environments

24. Gamified Virtual Labs: Shifting From Physical Environments For Low-Risk Interactive Learning

25. Application of Gamified Virtual Laboratories as a Preparation Tool for Civil Engineering Students

26. Presenting Points or Rank: The Impacts of Leaderboard Elements on English Vocabulary Learning through Video Lectures

27. Examining the Effect of the Task-Technology Fit of Game Mechanisms on Learning Outcomes in Online Gamification Platforms

28. Collecting Big Data through Citizen Science: Gamification and Game-Based Approaches to Data Collection in Applied Linguistics

29. Can an Augmented Reality-Integrated Gamification Approach Enhance Vocational High School Students' Learning Outcomes and Motivation in an Electronics Course?

30. Applying Game-Related Methods in the Writing Classroom: A Scoping Review

31. Can Gamification Enhance Online Learning? Evidence from a Meta-Analysis

32. The Flipped Classroom Optimized through Gamification and Team-Based Learning

33. Pedagogical Technologies and Cognitive Development in Secondary Education

34. Systematic Review of Sport Coaches' and Teachers' Perceptions and Application of Game-Based and Constraints-Led Pedagogy: A Qualitative Meta-Study

35. Computer Games Are Scalable and Engaging Alternatives to Traditional Undergraduate Mathematics Homework

36. The Gamer Psychology: A Psychological Perspective on Game Design and Gamification

37. 'My Favorite Assignment': Selections from the ABC 2023 Annual Conference, Denver, Colorado, USA: Seeing the Future of Business Communication Teaching from a Mile High Perch

38. Gamification and Open Learner Model: An Experimental Study on the Effects on Self-Regulatory Learning Characteristics

39. Leveraging the Potential of Large Language Models in Education through Playful and Game-Based Learning

40. Pre-Service Teachers' Perception of Active Learning Methodologies in History: Flipped Classroom and Gamification in an E-Learning Environment

41. The Effects of Gamification on the Motivation and Basic Psychological Needs of Secondary School Physical Education Students

42. Effects of a Collaborative and Gamified Online Learning Methodology on Class and Test Emotions

43. Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature Review

44. Teaching the Use of Gamification in Elementary School: A Case in Spanish Formal Education

45. Intangible Rewards versus Tangible Rewards in Gamified Online Learning: Which Promotes Student Intrinsic Motivation, Behavioural Engagement, Cognitive Engagement and Learning Performance?

46. Using Gamification to Support Learning in K-12 Education: A Systematic Literature Review

47. Education in the Post-COVID-19 Era -- Opportunities and Challenges: Proceeding of 2022 International Conference on Learning and Teaching in the Digital World. Lecture Notes in Educational Technology

48. To Click, or Not to Click? Perfectionism and the Association of Gender and Competitiveness on Game-Point Monitoring

49. Use of Gamification in Primary and Secondary Education: A Systematic Literature Review

50. Comparative Study of Game-Based Epedagogies in an Online Undergraduate Course

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