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Academic Journal

Pros and Cons Gamification and Gaming in Classroom.

Subjects: *GAMIFICATION; *CLASSROOMS; *EDUCATIONAL games

  • Source: BRAIN: Broad Research in Artificial Intelligence & Neuroscience. Jul2017, Vol. 8 Issue 2, p56-62. 7p. 3 Charts, 1 Graph.

  • Abstract: The aim of the current work is to assess the challenges that gamification in education are facing nowadays. Benefits and disadvantages ... Copyright of BRAIN: Broad Research in Artificial Intelligence & Neuroscience is the property of Lumen Publishing House and its content may not be copied or ...

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Academic Journal

What "Gamification" is and what it's not.

Subjects: *GAMIFICATION; *TEACHING methods; *FLIPPED classrooms

  • Source: European Journal of Contemporary Education. 2017, Vol. 6 Issue 2, p221-228. 8p.

  • Abstract: What "gamification" means and what it doesn't has been addressed and described by many researchers from a variety of different perspectives ... Copyright of European Journal of Contemporary Education is the property of European Researcher and its content may not be copied or emailed to multiple ...

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Academic Journal

Adaptation of Gaming Features for Motivating Learners.

Subjects: *GAMIFICATION; *GAMES; *MOTIVATION (Psychology)

  • Source: Simulation & Gaming. Oct2017, Vol. 48 Issue 5, p625-656. 32p.

  • Abstract: Background. Many learning environments are quickly deserted by learners, even if they are efficient. Gamification of Copyright of Simulation & Gaming is the property of Sage Publications Inc. and its content may not be copied or emailed to multiple sites or ...

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Periodical

Turning Students Into Readers With the LightSail Literacy Platform.

Subjects: *ACADEMIC achievement; *LEARNING strategies; *LITERACY

  • Source: Information Today. Jun2017, Vol. 34 Issue 5, p9-9. 1p.

  • Abstract: The article discusses the benefits of the Light- Sail literacy platform for readers in grades K–12. The platform aims to make all books entertaining and ...

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Academic Journal

El videojuego digital como mediador del aprendizaje en la etapa de Educación Infantil.

  • Source: Educar. 2017, Vol. 53 Issue 1, p89-107. 19p.

  • Abstract: This article presents the results of a quasi-experimental research study on the opinions and assessments of students in the third year of the second cycle ... El siguiente artículo expone los datos de una investigación y recoge las opiniones y las valoraciones del alumnado de tercer curso del segundo ... Aquest article exposa les dades d'una investigació i recull les opinions i les valoracions de l'alumnat de tercer curs del segon cicle de l'etapa d'Educació ... Copyright of Educar is the property of Universitat Autonoma de Barcelona, Servei de Publicacions and its content may not be copied or emailed to ...

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Academic Journal

METACOGNITIVE LEARNING: SKILLS DEVELOPMENT THROUGH GAMIFICATION AT THE STELLENBOSCH LEARNING FACTORY AS A CASE STUDY.

Subjects: *METACOGNITION; *KNOWLEDGE transfer; *EMPLOYEE trainingSOUTH Africa

  • Source: South African Journal of Industrial Engineering. Nov2017, Vol. 28 Issue 3, p105-112. 8p.

  • Abstract: South Africa has a high-cost, low-performance education system, which ultimately leads to unemployment and a skill shortage in the country. In order to bridge the ... Suid-Afrika het 'n hoë koste, lae uitkoms onderwysstelsel, wat bydra tot die werkloosheid en die tekort in vaardigheid in die land. Om die vaardigheidsgaping op ... Copyright of South African Journal of Industrial Engineering is the property of South African Journal of Industrial Engineering (University of Pretoria) and its content ...

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Academic Journal

La gamificación en la educación superior: una revisión sistemática.

Subjects: *GAMIFICATION; *MOBILE learning; *CURRICULUM

  • Source: Revista Ingenierías Universidad de Medellin. jul-dic2017, Vol. 16 Issue 31, p97-124. 28p.

  • Abstract: Gamification is shown as an alternative for traditional classroom strategies and is increasingly used in higher education. The purpose of the ... La gamificación se presenta como alternativa a las estrategias tradicionales del aula, y cada vez es más utilizada en la educación superior (... O gamification apresenta-se como alternativa para as estratégias tradicionais da sala de aula e é cada vez mais utilizado no Ensino ... Copyright of Revista Ingenierías Universidad de Medellin is the property of Universidad de Medellin and its content may not be copied or emailed ...

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Academic Journal

Game On! Students' Perceptions of Gamified Learning.

Subjects: *GAMIFICATION; *STUDENTS; *PERCEPTION

  • Source: Journal of Educational Technology & Society. Jul2017, Vol. 20 Issue 3, p1-10. 10p.

  • Abstract: Gamification is presented in the literature as a pedagogical innovation that may increase student engagement and enhance learningCopyright of Journal of Educational Technology & Society is the property of International Forum of Educational Technology & Society (IFETS) and its content may not be ...

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Academic Journal

GAMIFICATION E A WEB 2.0: planejando processo ensino-aprendizagem.

  • Source: HOLOS. 2017, Issue 3, p90-97. 8p.

  • Abstract: This work has the purpose of presenting strategies of use of digital platform to engage and dynamize the teaching process. I thus understand the concept ... Este trabalho tem a finalidade de apresentar estratégias de utilização de plataforma digital para engajar e dinamizar o processo de ensino. Compreendo assim ... Copyright of HOLOS is the property of Instituto Federal do Rio Grande do norte - IFRN and its content may not be copied or ...

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Academic Journal

Gamification as transformative assessment in higher education.

Subjects: *GAMIFICATION; *HIGHER education; *EDUCATIONSOUTH Africa

  • Source: Hervormde Teologiese Studies. 2017, Vol. 73 Issue 3, p1-15. 15p.

  • Abstract: Gamification in education is still a very new concept in South Africa. Being a 21st-century invention, it has already established itself ... Copyright of Hervormde Teologiese Studies is the property of African Online Scientific Information System PTY LTD and its content may not be copied or ...

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  • 1-10 of  291 results for "Gamification in learning"