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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

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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Academic Journal

The effect of gamification on motivation and engagement.

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

  • Source: International Journal of Information & Learning Technology. 2018, Vol. 35 Issue 1, p56-79. 24p.

  • Abstract: Purpose - Gamification is the application of game features, mainly video game elements, into non-game context for the purpose of promoting ... Copyright of International Journal of Information & Learning Technology is the property of Emerald Publishing Limited and ...

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Academic Journal

Gamification of assembly planning in virtual environment.

Subjects: *Product design; Virtual reality; Gamification

  • Source: Assembly Automation. 2019, Vol. 39 Issue 5, p931-943. 13p.

  • Abstract: Purpose: The purpose of this paper is to study the effect of the gamification of virtual assembly planning on the user ...

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Academic Journal

ASSESSMENT IN NEXT GENERATION LEARNING SPACES.

  • Source: International Perspectives on Higher Education Research; 2014, Vol. 12, p85-100, 16p

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Academic Journal

Gamification and accessibility.

Subjects: *DIGITAL technology; *GAMIFICATION; *AMERICANS with Disabilities Act of 1990

  • Source: International Journal of Information & Learning Technology. 2019, Vol. 36 Issue 2, p104-123. 20p.

  • Abstract: Purpose The purpose of this paper is to explore the issue of access to digital technology by using the lens of accessibility as set forth ... Copyright of International Journal of Information & Learning Technology is the property of Emerald Publishing Limited and ...

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Academic Journal

Talent development gamification in talent selection assessment centres.

  • Source: European Journal of Training & Development; 2016, Vol. 40 Issue 7, p490-512, 23p

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Academic Journal

Videogames as a serious medium.

  • Source: On the Horizon; 2016, Vol. 24 Issue 2, p175-178, 4p

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  • 1-10 of  33 results for "Gamification in learning"