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Subjects: *GAMIFICATION; *LEARNING; *PSYCHOLOGY
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Source:
Simulation & Gaming. Dec2014, Vol. 45 Issue 6, p752-768. 17p.
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Abstract:
The article defines gamification in relation to serious games through the identification of the theoretical commonalities between them using the game ...
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Subjects: *GAMIFICATION; *EMPLOYEE training; *EMPLOYEE motivation
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Source:
TIP: The Industrial-Organizational Psychologist. Jul2014, Vol. 52 Issue 1, p39-44. 6p.
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Abstract:
The article focuses on the gamification in the workplace for organizational an its role in improving organizational functioning. Topics discussed include ...
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Subjects: *GAMIFICATION; *SOCIAL networks; *COMPUTERS in education
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Source:
Computers & Education. Jun2014, Vol. 75, p82-91. 10p.
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Abstract:
While social networking has already demonstrated its efficiency in e-learning, gamification, which is the use of ... Copyright of Computers & Education is the property of Pergamon Press - An Imprint of Elsevier Science and its content may not be copied or ...
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Subjects: *EDUCATIONAL games; *EARLY childhood education; *GAMIFICATION
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Source:
Information, Communication & Society. May2014, Vol. 17 Issue 5, p594-608. 15p.
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Abstract:
The recent promotion and adoption of digital game-based learning (DGBL) in K-12 education presents compelling opportunities as well as challenges for ... Copyright of Information, Communication & Society is the property of Routledge and its content may not be copied or emailed to multiple sites or posted ...
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Subjects: *READING; *GAMIFICATION; *VIOLENCECARMAN, Patrick
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Source:
Children & Libraries: The Journal of the Association for Library Service to Children. Winter2014, Vol. 12 Issue 4, p19-25. 7p. 2 Color Photographs.
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Abstract:
The article examines the convergence of reading and game playing enabled by new digital formats. Topics include gamified transmedia books such as Patrick Carman's Skeleton ...
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