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Academic Journal

From here to there! Elementary: a game-based approach to developing number sense and early algebraic understanding.

Subjects: *GAMES in mathematics education; *EDUCATIONAL technology; *ALGEBRA education

  • Source: Educational Technology Research & Development. Apr2019, Vol. 67 Issue 2, p423-441. 19p.

  • Abstract: This paper examines whether using From Here to There! (FH2T:E), a dynamic game-based mathematics learning technology relates to improved ... Copyright of Educational Technology Research & Development is the property of Springer Nature and its content may not be copied or emailed to multiple sites ...

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Academic Journal

CLASSCRAFT: A APRENDIZAGEM QUE SE TRANSFORMA NUM DESAFIO PERMANENTE!

  • Source: Intersaberes. jan-mar2019, Vol. 14 Issue 31, p58-74. 17p.

  • Abstract: Learning is a complex process and becomes even more difficult when the target group is young people, not always motivated for ... Un proceso de aprendizaje es algo complejo y se vuelve aún más difícil cuando los destinatarios son jóvenes, no siempre motivados ... Um processo de aprendizagem é algo complexo e que se torna ainda mais difícil quando os destinatários são jovens, nem sempre motivados para ... Copyright of Intersaberes is the property of Centro Universitario UNINTER and its content may not be copied or emailed to multiple sites or posted ...

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Academic Journal

Особенности подготовки будущих учителей к разработке и применению мобильных игровых приложений с обучающим контентом

Subjects: *MOBILE games; *EDUCATIONAL technology; *EDUCATIONAL games

  • Source: Perspectives of Science & Education. 2019, Vol. 41 Issue 5, p428-440. 13p.

  • Abstract: Problem and purpose. The authors study the problem of improving the training future teachers to use modern tools and technologies in the context of developing ... Проблема и цель. Авторами исследуется проблема совершенствования подготовки будущих учителей к использованию современных средств и технологий в условиях развития цифрового образовательного пространства и вызовов будущего. Цель работы – выявить специфику подготовки студентов педагогических специальностей к решению профессиональных задач средствами мобильных технологий и игровых образовательных приложений. Методология основывается на обобщении результатов дидактических и программно-технических научных исследований, а также на анализе мобильных технологий и цифровых образовательных приложений. В работе использовались теоретические и практические методы психолого- педагогического исследования, методы математической статистики (критерий хи-квадрат Пирсона). Результаты. Уточнён понятийный аппарат геймификации обучения на базе цифровых технологий и мобильных приложений. Проведён анализ опытно-экспериментальной деятельности по формированию компетенций в отношении не только активного использования, но и проектирования собственного мобильного игрового приложения с образовательным контентом для педагогических специальностей. Выделены конкретные проблемы, с которыми сталкиваются педагоги при овладении средствами современных цифровых технологий. Заключение. Из обоснования необходимости отойти от стандартных шаблонов в обучении, важности требований цифровой школы предлагаются направления совершенствования в организации подготовки будущих учителей для овладения новыми средствами и технологиями. [ABSTRACT FROM AUTHOR]Copyright of Perspectives of Science & Education is the property of Perspectives of Science & Education and its content may not be copied or emailed to ...

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Academic Journal

How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education.

Subjects: *INSTRUCTIONAL systems; *GAMIFICATION; *TAXONOMY

  • Source: Journal of Educational Technology & Society. Jul2019, Vol. 22 Issue 3, p47-60. 14p.

  • Abstract: One of the main goals of gamification in educational settings is to increase student motivation and engagement. To facilitate the design ... Copyright 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

Aprendizaje basado en un proyecto de gamificación: vinculando la educación universitaria con la divulgación de la geomorfología de Chile.

Subjects: *GAMIFICATION; *VIDEO games in education; *LEARNING

  • Source: Revista Eureka sobre Enseñanza y Divulgación de las Ciencias. 2019, Vol. 16 Issue 2, p1-13. 9p.

  • Abstract: With the aim of promoting knowledge of geomorphology through a tool that can be used by society as a whole, in a geomorphology course of ... Con el objetivo de promover el conocimiento de la geomorfología a través de una herramienta utilizable por el conjunto de la sociedad, en ... Copyright of Revista Eureka sobre Enseñanza y Divulgación de las Ciencias is the property of Asociacion de Profesores Amigos de la Ciencia-Eureka ...

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Academic Journal

A LUDIFICAÇÃO NO AMBIENTE VIRTUAL DE APRENDIZAGEM.

Subjects: *COURSEWARE; *DISTANCE education; *GAMIFICATION

  • Source: HOLOS. 2019, Vol. 7, p1-24. 24p.

  • Abstract: The virtual learning environment (VLE) consists of locus where a large part of teacher-student and student-student interaction takes place in Distance ... O ambiente virtual de aprendizagem (AVA) consiste em locus onde se processa grande parte das interações professor-aluno e aluno-aluno em cursos de Educação ... 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

Impact of Novel Active-Learning Approaches Through iBooks and Gamification in a Reformatted Pharmacy Course.

Subjects: *GAMIFICATION; *PHARMACY students; *EDUCATIONAL technology

  • Source: American Journal of Pharmaceutical Education. 2019, Vol. 83 Issue 3, p430-440. 11p.

  • Abstract: Objective. To compare pharmacy students' assessment and evaluation ratings of a newly formatted nonprescription products course that used innovative technology and gaming to that for ... Copyright of American Journal of Pharmaceutical Education is the property of American Association of Colleges of Pharmacy and its content may not be copied ...

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Academic Journal

Effects of gamification on students' online interactive patterns and peer-feedback.

Subjects: *GAMIFICATION; *INTERNET forums; *STUDENT development

  • Source: Distance Education. Aug2019, Vol. 40 Issue 3, p350-379. 30p.

  • Abstract: Gamification offers potential for improving students' online discussion quantity and the depth of discussion content. However, very few studies have examined ... Copyright of Distance Education is the property of Routledge and its content may not be copied or emailed to multiple sites or posted to ...

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Academic Journal

A gamification framework to enhance students' intrinsic motivation on MOOC.

Subjects: *INTRINSIC motivation; *GAMIFICATION; *MASSIVE open online courses

  • Source: Telkomnika. 2019, Vol. 17 Issue 1, p170-178. 9p.

  • Abstract: Technological development supports the distribution of education to various parts of the world through online education. One of the learning media ... Copyright of Telkomnika is the property of Department of Electrical Engineering, Ahmad Dahlan University and its content may not be copied or emailed to ...

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  • 1-10 of  470 results for "Gamification in learning"