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1. Comparing student strategies in a game-based and pen-and-paper task for linear algebra.

2. Exploring the Impact of the Gamified Metaverse on Knowledge Acquisition and Library Anxiety in Academic Libraries.

3. Gamification in CAD learning: A methodological approach for engineering curriculum.

4. A review of publication in gamification and motivation research area through bibliometric analysis.

5. Timing of information presentation matters: Effects on secondary school students' cognition, motivation and emotion in game‐based learning.

6. Developing a game design framework to embed student-centred learning.

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

8. Increasing motivation in social exercise games: personalising gamification elements to player type.

9. The use of artificial intelligence in crafting a novel method for teaching normal human gait.

10. Digital Game-Based Inquiry Learning to Improve Eighth Graders' Inquiry Skills in Biology.

11. Gamification improves learning: Experience in a training activity of computer programming in higher education.

12. Learning Newtonian mechanics with an intrinsically integrated educational game.

13. Using digital gamification to improve language achievement, foreign language enjoyment, and ideal L2 self: A case of English as a foreign language learners.

14. Exploring the impact of gamification on students’ academic performance: A comprehensive meta‐analysis of studies from the year 2008 to 2023.

15. Enhancing graduate employability – exploring the influence of experiential simulation learning on life skill development.

16. Using game‐based learning and online flipped classrooms with degree apprenticeship students.

17. Can we playfully measure cognitive ability? Construct‐related validity and applicant reactions.

18. LMS moodle platform as an environment for implementing gamification in education.

19. EXPLORING THE ROLE OF MENTAL GAMES IN CAPTURING ATTENTION AND ENHANCING THE QUALITY OF ENGINEERING EDUCATION, ESPECIALLY IN ONLINE COURSE.

20. Gamified Eco-driving for Young Drivers.

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

22. A usability study on Yamashita's treasure: a game-based instructional material in teaching Philippine history.

23. Making decisions based on multiple criteria in developing a league season teaching strategy for understanding playing functionalities.

24. The shaping of an idea as temporal, multimodal, and collaborative activity: exploring how students develop a board game in L1.

25. Evaluating the impact of gamification on cognitive skills development in higher education: A case study electronics and sensors learners.

26. The use of digital games in academic maritime education: a theoretical framework and practical applications.

27. In-Browser Implementation of a Gamification Rule Definition Language Interpreter.

28. MestreChef nutritional game: an alternative method to promote nutrition facts label reading in obesity outreach activities.

29. Which pedagogical approaches are more effective in mobile learning? A meta‐analysis and research synthesis.

30. Mathematical experience in game‐based problem‐solving.

31. GRAAL—modeling, prototyping and assessing a gamified responsible augmented assembly line system.

32. Towards understanding the mechanism through which reward and punishment motivate or demotivate behaviours.

33. Gamification of digital art: promoting speculative design and interactive experience.

34. Gamification for road asset inspection from Mobile Mapping System data.

35. Playing it right: Empirical validation of the Gamertype scale for game-based learning in higher education.

36. Tackling misinformation with games: a systematic literature review.

37. Using gamification to support learning in K‐12 education: A systematic literature review.

38. Exploring the interconnected nature of the sustainable development goals: the 2030 SDGs Game as a pedagogical tool for interdisciplinary education.

39. Game-based learning approach on students' motivation in mathematics learning: A systematic review of literature.

40. Does Competition in Online Games Foster Green Behaviour in Life? The Relationship Between Gamification Affordances and Engagement in Green Behaviours.

41. A gamified-integrated STEM activity about global climate change.

42. Learning with Class Learning: Enhancing Education through Gamification.

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

44. Use of gamification and game-based learning in educating Generation Alpha: A systematic literature review.

45. The Role of Gamification Research in Human Resource Management: A PRISMA Analysis and Future Research Direction.

46. Transforming teachers' self-narratives about game-based learning.

47. Applying game-based learning in primary education: a systematic review of journal publications from 2010 to 2020.

48. The Motivational Effects and Educational Affordance of Serious Games on the Learning of Cantonese Opera Movements.

49. Effects of metalinguistic corrective feedback on novice EFL students' digital game‐based grammar learning performances, perceptions and behavioural patterns.

50. In‐game performance: The role of students' socio‐economic status, self‐efficacy and situational interest in an augmented reality game.