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Academic Journal

A Comparison of Flipped Learning with Gamification, Traditional Learning, and Online Independent Study: The Effects on Students' Mathematics Achievement and Cognitive Engagement

Subjects: Foreign Countries; Secondary School Students; Grade 9Hong Kong

  • Source: Interactive Learning Environments, v28 n4 p464-481 2020. 18 pp.

  • Abstract: This study examines Grade 9 students' mathematics achievement and cognitive engagement under three different instructional approaches: traditional learning, flipped ... As Provided

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Academic Journal

Gamification and Student Motivation

Subjects: Educational Games; Intervention; Learner EngagementIrelandAcademic Motivation Scale

  • Source: Interactive Learning Environments, v24 n6 p1162-1175 2016. 14 pp.

  • Abstract: The literature suggests that gamified learning interventions may increase student engagement and enhance learning. We empirically investigate ... As Provided

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Academic Journal

A Virtual Environment for Learning Computer Coding Using Gamification and Emotion Recognition

Subjects: Programming; Game Based Learning; Emotional ResponseMexico

  • Source: Interactive Learning Environments, v28 n8 p1048-1063 2020. 16 pp.

  • Abstract: Emotions play an important role in students learning to master complex intellectual activities such as computer programing. Emotions such as confusion, ... As Provided

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Academic Journal

Investigating the Effects of Gamification-Enhanced Flipped Learning on Undergraduate Students' Behavioral and Cognitive Engagement

Subjects: Game Based Learning; Blended Learning; Instructional Effectiveness

  • Source: Interactive Learning Environments, v27 n8 p1106-1126 2019. 21 pp.

  • Abstract: In recent years, flipped learning has attracted much attention around the world. This instructional approach is appealing because it can free ... As Provided

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Academic Journal

Exploring the differences between gamer and non-gamer students in the effects of gamification on their motivation and learning.

  • Source: Interactive Learning Environments. Jun2021, p1-14. 14p. 4 Illustrations, 9 Charts.

  • Abstract: Studies have shown that the application of gamification has positive effects on motivation and learning. However, various ... Copyright of Interactive Learning Environments is the property of Routledge and its content may not be copied or emailed to ...

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Academic Journal

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

  • Source: Interactive Learning Environments. Feb2021, p1-19. 19p. 5 Illustrations, 4 Charts.

  • Abstract: This study evaluates the effect of game mechanics by employing serious games and gamification for improving learning ... Copyright of Interactive Learning Environments is the property of Routledge and its content may not be copied or emailed to ...

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Academic Journal

Fostering the use of online learning resources: results of using a mobile collaboration tool based on gamification in a blended course.

  • Source: Interactive Learning Environments. Mar2021, p1-15. 15p. 6 Illustrations, 6 Charts.

  • Abstract: Over the past years, higher education institutions have been exploring different mechanisms to adapt their learning and teaching practices to increase ... Copyright of Interactive Learning Environments is the property of Routledge and its content may not be copied or emailed to ...

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Academic Journal

Clickers in the flipped classroom: bring your own device (BYOD) to promote student learning.

  • Source: Interactive Learning Environments; Dec2017, Vol. 25 Issue 8, p983-995, 13p

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Academic Journal

User behavior pattern detection in unstructured processes – a learning management system case study.

  • Source: Interactive Learning Environments; Aug/Sep2019, Vol. 27 Issue 5/6, p699-725, 27p

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Academic Journal

Teaching in the second machine age.

  • Source: Interactive Learning Environments; Dec2016, Vol. 24 Issue 8, p1741-1743, 3p

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