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Academic Journal

An empirical study on the impact of learning theory on gamification-based training programs.

Subjects: *Empirical research; Gamification; Self-determination theoryBengaluru (India); India

  • Source: Organization Management Journal (Emerald Publishing ). 2022, Vol. 19 Issue 5, p170-188. 19p.

  • Abstract: This study aims to investigate gamification-based training program through the lens of self-determination theory and in the context of corporate ...

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Academic Journal

The impact of gamification on teaching and learning Physical Internet: a quasi-experimental study.

Subjects: *Regression analysis; *Internet; Gamification

  • Source: Industrial Management & Data Systems. 2022, Vol. 122 Issue 6, p1499-1521. 23p.

  • Abstract: Purpose: Today's logistics industry is facing severe challenges since global transportation demand increases substantially. Carriers are urged to reduce empty loads and CO2 emissions through ...

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Academic Journal

Mobile game-based learning in cultural heritage education: a bibliometric analysis.

Subjects: *GAMIFICATION; *BIBLIOMETRICS; *CULTURAL educationNATIONAL Research Council of Canada

  • Source: Education + Training. 2023, Vol. 65 Issue 2, p324-339. 16p.

  • Abstract: Purpose: The purpose of this study was to analyze the state of mobile game-based learning in the field of cultural heritage ... Copyright of Education + Training is the property of Emerald Publishing Limited and its content may not be copied or emailed ...

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Academic Journal

The e-learning persuasion through gamification: an elaboration likelihood model perspective.

Subjects: Elaboration likelihood model; Persuasion (Psychology); Gamification

  • Source: Young Consumers. 2021, Vol. 22 Issue 3, p480-502. 23p.

  • Abstract: Purpose: The purpose of this theoretical paper is to introduce a conceptual model to investigate e-learning persuasion through

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Academic Journal

The role of the predictive gamification to increase the sales performance: a novel business approach.

Subjects: *Learning Management System; *Organizational performance; *Consumer expertise

  • Source: Journal of Business & Industrial Marketing. 2020, Vol. 35 Issue 5, p817-833. 17p.

  • Abstract: Purpose: This paper aims to examine the impact of predictive gamification, through a sales simulator game, as a strategy to minimize ...

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Academic Journal

Where is the student who was here? Gamification as a strategy to engage students.

  • Source: International Journal of Information & Learning Technology. 2023, Vol. 40 Issue 2, p177-192. 16p.

  • Abstract: Purpose: Education is undergoing digital transformation intensified by COVID-19. In this context, gamification is an attractive alternative based on the use ... Copyright of International Journal of Information & Learning Technology is the property of Emerald Publishing Limited and ...

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Academic Journal

Analysis of a forced blended-learning program in social sciences higher education during the COVID-19 post-pandemic.

Subjects: *SOCIAL sciences education; *COVID-19 pandemic; *BLENDED learningSPAIN

  • Source: Education + Training. 2023, Vol. 65 Issue 2, p298-311. 14p.

  • Abstract: Purpose: The main goal of this investigation is to analyze the implementation of a forced blended-learning program in social sciences ... Copyright of Education + Training is the property of Emerald Publishing Limited and its content may not be copied or emailed ...

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Academic Journal

Can gamification and interface design aesthetics lead to MOOCs' success?

Subjects: *MASSIVE open online courses; *GAMIFICATION; *STRUCTURAL equation modelingTAIWAN

  • Source: Education + Training. 2021, Vol. 63 Issue 9, p1346-1375. 30p.

  • Abstract: Purpose: The purpose of this study is to propose an integrated post-adoption model based on expectation-confirmation model (ECM) and flow theory to examine whether Copyright of Education + Training is the property of Emerald Publishing Limited and its content may not be copied or emailed ...

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Academic Journal

Innovation in the teaching-learning process: the case of Kahoot!

Subjects: *TECHNOLOGICAL innovations; *HIGHER education; *GAMIFICATION

  • Source: On the Horizon. 2019, Vol. 27 Issue 1, p35-45. 11p.

  • Abstract: Purpose In recent years, a process of reform and innovation in higher education has been witnessed. A change in the evaluation of student Copyright of On the Horizon is the property of Emerald Publishing Limited and its content may not be copied or ...

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Academic Journal

A framework for understanding game-based teaching and learning.

Subjects: *HIGHER education; *GAMIFICATION; *VIDEO games

  • Source: On the Horizon. 2016, Vol. 24 Issue 1, p1-16. 16p.

  • Abstract: Purpose – This paper aims to provide a framework for understanding and differentiating among different forms of game-based teaching and learning (GBTL). ... Copyright of On the Horizon is the property of Emerald Publishing Limited and its content may not be copied or ...

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