Search Results

Filter
  • 1-10 of  157 results for "Gamification in learning"
Item request has been placed! ×
Item request cannot be made. ×
loading  Processing Request
Academic Journal

Evaluation of a gamification and flipped-classroom program used in teacher training: Perception of learning and outcome.

Subjects: *TEACHER training; *GAMIFICATION; *SENSORY perception

  • Source: PLoS ONE. 7/16/2020, Vol. 15 Issue 7, p1-19. 19p.

  • Abstract: Recent years have witnessed the arrival of new methodological horizons in teacher training. Technological resources and mobile connections play a major role in these studies. ... Copyright of PLoS ONE is the property of Public Library of Science and its content may not be copied or ...

Record details

×
Academic Journal

Learning, exploitation and bias in games.

Subjects: *GAMIFICATION; *GAMES; *REINFORCEMENT learning

  • Source: PLoS ONE. 2/5/2021, Vol. 16 Issue 2, p1-14. 14p.

  • Abstract: We focus on learning during development in a group of individuals that play a competitive game with each other. The game ... Copyright of PLoS ONE is the property of Public Library of Science and its content may not be copied or ...

Record details

×
Academic Journal

Engaging learners with games–Insights from functional near-infrared spectroscopy.

Subjects: *GAMIFICATION; *REWARD (Psychology); *STUDENT engagement

  • Source: PLoS ONE. 6/6/2023, Vol. 17 Issue 6, p1-21. 21p.

  • Abstract: The use of game elements in learning tasks is thought to facilitate emotional and behavioral responses as well as learner engagement. ... Copyright of PLoS ONE is the property of Public Library of Science and its content may not be copied or ...

Record details

×
Academic Journal

Gamified online surveys: Assessing experience with self-determination theory.

Subjects: *SELF-determination theory; *INTERNET surveys; *DECISION making

  • Source: PLoS ONE. 10/13/2023, Vol. 18 Issue 10, p1-20. 20p.

  • Abstract: We developed four online interfaces supporting citizen participation in decision-making. We included (1) learning loops (LLs), good practice in decision analysis, and (2) Copyright of PLoS ONE is the property of Public Library of Science and its content may not be copied or ...

Record details

×
Academic Journal

Understanding student perceptions of social computing and online tools to enhance learning.

Subjects: *SOCIAL computing; *PSYCHOLOGY of students; *SOCIAL perception

  • Source: PLoS ONE. 10/27/2022, Vol. 17 Issue 10, p1-20. 20p.

  • Abstract: Social computing software and online tools are gaining credence in teaching and learning spaces, including higher education contexts. However, the adoption ... Copyright of PLoS ONE is the property of Public Library of Science and its content may not be copied or ...

Record details

×
Academic Journal

Study of the knowledge about gamification of degree in primary education students.

Subjects: *PRIMARY education; *EDUCATION students; *GAMIFICATION

  • Source: PLoS ONE. 3/29/2022, Vol. 17 Issue 3, p1-10. 10p.

  • Abstract: Gamification refers to the use of game mechanics in non-recreational environments, such as the school environment, in order to enhance motivation, ... Copyright of PLoS ONE is the property of Public Library of Science and its content may not be copied or ...

Record details

×
Academic Journal

Role of convolutional features and machine learning for predicting student academic performance from MOODLE data.

Subjects: *DATA mining; *MACHINE learning; *ACADEMIC achievement

  • Source: PLoS ONE. 11/8/2023, Vol. 18 Issue 11, p1-22. 22p.

  • Abstract: Predicting student performance automatically is of utmost importance, due to the substantial volume of data within educational databases. Educational data mining (EDM) devises techniques to ... Copyright of PLoS ONE is the property of Public Library of Science and its content may not be copied or ...

Record details

×
Academic Journal

Experiences of university teachers with rotational blended learning during the COVID-19 pandemic: A qualitative case study.

Subjects: *COVID-19 pandemic; *COLLEGE teachers; *BLENDED learningUNITED Arab Emirates

  • Source: PLoS ONE. 10/12/2023, Vol. 18 Issue 10, p1-25. 25p.

  • Abstract: This qualitative case study examines the self-efficacy of university teachers during the COVID-19 pandemic as they struggle to incorporate new technology, teaching strategies, and curriculum ... Copyright of PLoS ONE is the property of Public Library of Science and its content may not be copied or ...

Record details

×
Academic Journal

An empirical study on learners' learning emotion and learning effect in offline learning environment.

Subjects: *CLASSROOM environment; *EMOTIONS; *COURSEWARE

  • Source: PLoS ONE. 11/16/2023, Vol. 18 Issue 11, p1-20. 20p.

  • Abstract: The application of non-cognitive factors represented by facial emotion in educational evaluation has attracted much attention in recent years. There are many existing studies on ... Copyright of PLoS ONE is the property of Public Library of Science and its content may not be copied or ...

Record details

×
Academic Journal

Student satisfaction and academic efficacy during online learning with the mediating effect of student engagement: A multi-country study.

Subjects: *ONLINE education; *STUDENT engagement; *SATISFACTION

  • Source: PLoS ONE. 10/4/2023, Vol. 18 Issue 10, p1-20. 20p.

  • Abstract: The COVID-19 pandemic caused unprecedented changes to educational institutions, forcing their closure and a subsequent shift to online education to cater to student Copyright of PLoS ONE is the property of Public Library of Science and its content may not be copied or ...

Record details

×
  • 1-10 of  157 results for "Gamification in learning"