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Academic Journal

Gamification in Teaching and Learning Languages: A Systematic Literature Review.

Subjects: *GAMIFICATION; *LITERATURE reviews; *FOREIGN language education

  • Source: Romanian Journal for Multidimensional Education / Revista Romaneasca pentru Educatie Multidimensionala. Jun2021, Vol. 13 Issue 2, p559-577. 19p.

  • Abstract: It can be seen that emerging technology has positively affected learning in several aspects. Recently gamification has ... Copyright of Romanian Journal for Multidimensional Education / Revista Romaneasca pentru Educatie Multidimensionala is the property of Lumen Publishing House and its content may not ...

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Academic Journal

Applying Gamification in Learning the Basics of Algorithmization and Programming to Improve the Quality of Students' Educational Results.

Subjects: *GAMIFICATION; *ARTIFICIAL intelligence; *PROGRAMMING languages

  • Source: European Journal of Contemporary Education. 2021, Issue 4, p987-1002. 16p.

  • Abstract: The problem that the research is aimed at is caused by the need to use gamification methods and tools when studying ... 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

Evaluation of Gamified Training A Solomon Four-Group Analysis of the Impact of Gamification on Learning Outcomes.

Subjects: *GAMIFICATION; *LEARNINGINDIA

  • Source: TechTrends: Linking Research & Practice to Improve Learning. Sep2021, Vol. 65 Issue 5, p750-759. 10p.

  • Abstract: Gamification is the application of game elements to non-game contexts. The process of gamification has been found ... Copyright of TechTrends: Linking Research & Practice to Improve Learning is the property of Springer Nature and its content may not ...

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Academic Journal

Social robots and gamification for technology supported learning: An empirical study on engagement and motivation.

Subjects: *SCHOOL environment; *MOTIVATION (Psychology); *LEARNING strategies

  • Source: Computers in Human Behavior. Aug2021, Vol. 121, pN.PAG-N.PAG. 1p.

  • Abstract: Enhancing learning scenarios with social robots, as well as gamification elements, has been shown to positively influence ... Copyright of Computers in Human Behavior is the property of Pergamon Press - An Imprint of Elsevier Science and its content may not be ...

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Academic Journal

Исследование условий включения элементов геймификации в изучение основ алгоритмизации и программирования для повышения качества образовательных результатов обучающихся.

Subjects: *ARTIFICIAL intelligence; *SCIENTIFIC literature; *RESEARCH methodology

  • Source: Perspectives of Science & Education. Jul/Aug2021, Vol. 52 Issue 4, p461-477. 17p.

  • Abstract: 2The problem and the aim of the study. Formation of programming skills, communication with artificial intelligence and other people, the level of thinking development are ... Проблема и цель. Сформированность навыков программирования, коммуникации с искусственным интеллектом и другими людьми, уровень развития мышления являются базовыми показателями, определяющими эффективность дидактической системы. В рамках e-learning для поддержки качества обучения активно используются цифровые технологии, элементы геймификации, киберфизические устройства и т.п. Цель статьи – исследовать условия эффективного включения элементов геймификации в деятельность по алгоритмизации и программированию для повышения уровня учебных достижений обучающихся. Методы исследования. Применены анализ и обобщение научной литературы по проблемам геймификации процессов обучения и познания, изучения основ алгоритмизации. Для разработки игровых проектов, отладки и тестирования приложений использованы идеи структурного программирования, метод пошаговой детализации. Технология программирования поддержана принципами и приёмами геймификации. Использованы эмпирические методы: наблюдение, анализ результатов работы в программе ЛогоМиры (пользовательский интерфейс, дизайн игры, выбор алгоритмических конструкций и т.д.). В исследовании задействованы 48 обучающихся из пятых-шестых классов школы №11 г. Кирова. В эксперименте для обработки результатов применен критерий χ2 (хи- квадрат) Пирсона. Результаты. Обучающиеся экспериментальной группы были вовлечены в целенаправленную когнитивную деятельность по разработке игровых проектов средствами языка программирования Лого (изучение фундаментальных понятий, графических возможностей, управление Черепашкой в объектно-ориентированной среде, исследование, коллаборация, социальная активность). Выявлены статистически достоверные различия между экспериментальной и контрольной группами по уровню образовательных достижений χнабл. 2² > χкрит0.05² (7,885 > 7,815). В заключении обобщаются условия, при которых геймификация изучения основ алгоритмизации и программирования максимально эффективна для повышения качества академических достижений школьников: соотнесение дидактической цели и результата игровой формы работы, выбор сюжета для проекта игры, продумывание механизмов обратной связи и интерактивности, распределение ролей и т.д. [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

Gamification as a New Format of Projects Method in Blended Learning Conditions Studying Disciplines of the Pedagogical Cycle.

Subjects: *BLENDED learning; *GAMIFICATION; *TEACHER development

  • Source: Romanian Journal for Multidimensional Education / Revista Romaneasca pentru Educatie Multidimensionala. Dec2021, Vol. 13 Issue 4, p17-30. 14p.

  • Abstract: The paper discusses the main issues of organizing the learning process based on the gamification. The publication ... Copyright of Romanian Journal for Multidimensional Education / Revista Romaneasca pentru Educatie Multidimensionala is the property of Lumen Publishing House and its content may not ...

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Academic Journal

Gamification and Machine Learning Inspired Approach for Classroom Engagement and Learning.

Subjects: *MACHINE learning; *ARTIFICIAL intelligence; *LEARNING

  • Source: Mathematical Problems in Engineering. 10/12/2021, p1-18. 18p.

  • Abstract: Technology has enhanced the scope and span of the teaching and learning process but somehow it could not enhance the self-motivation ... Copyright of Mathematical Problems in Engineering is the property of Hindawi Limited and its content may not be copied or emailed to multiple sites ...

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Academic Journal

Exploring the impact of gamification on student engagement and involvement with e-learning systems.

Subjects: *DIGITAL learning; *GAMIFICATION; *INTERACTIVE learning

  • Source: Interactive Learning Environments. Dec 2021, Vol. 29 Issue 8, p1244-1257. 14p.

  • Abstract: In spite of the unprecedented popularity to use innovative gaming concepts within the educational context in order to promote active 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

Mobile Gamification Applied to Employee Productivity in Companies: A Systematic Review.

Subjects: *LABOR productivity; *GAMIFICATION; *MOBILE apps

  • Source: TEM Journal. Nov2021, Vol. 10 Issue 4, p1869-1878. 10p.

  • Abstract: The main goal of this article is to identify the use of gamified mobile applications and their impact on work productivity. We employ a systematic ... Copyright of TEM Journal is the property of UIKTEN-Association for Information Communication Technology Education & Science and its content may not be copied or emailed ...

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Academic Journal

Motivational Effects of Gamification Apps in Education: A Systematic Literature Review.

Subjects: *EDUCATIONAL literature; *GAMIFICATION; *MOTIVATION (Psychology)

  • Source: BRAIN: Broad Research in Artificial Intelligence & Neuroscience. Jun2021, Vol. 12 Issue 2, p122-138. 17p.

  • Abstract: Gamification is considered by many scholars to be an effective tool for engaging individuals in teaching and learningCopyright 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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  • 1-10 of  580 results for "Gamification in learning"