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Conference

COMPLEX GAMIFICATION PLATFORM BASED ON MOODLE SYSTEM.

  • Source: Proceedings of the IADIS International Conference on Cognition & Exploratory Learning in Digital Age; 2019, p409-412, 4p

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Conference

LINKING GAMIFICATION, LUDOLOGY AND PEDAGOGY: PRINCIPLES TO DESIGN A SERIOUS GAME.

  • Source: Proceedings of the IADIS International Conference on Cognition & Exploratory Learning in Digital Age; 2022, p57-65, 9p

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Conference

DESIGNING A GAMIFIEDWEB APPLICATION FOR TRAINING ACADEMIC READING SKILLS.

  • Source: Proceedings of the IADIS International Conference on Cognition & Exploratory Learning in Digital Age; 2022, p303-307, 5p

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Conference

FRACTANGI: A TANGIBLE LEARNING ENVIRONMENT FOR LEARNING ABOUT FRACTIONS WITH AN INTERACTIVE NUMBER LINE.

  • Source: Proceedings of the IADIS International Conference on Cognition & Exploratory Learning in Digital Age; 2016, p157-164, 8p, 3 Color Photographs, 1 Chart

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Conference

GAMIFIED MICRO-LEARNING FOR INCREASED MOTIVATION: AN EXPLORATORY STUDY.

  • Source: Proceedings of the IADIS International Conference on Cognition & Exploratory Learning in Digital Age; 2018, p255-262, 8p

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PROJECT "FLAPPY CRAB": AN EDU-GAME FOR MUSIC LEARNING.

  • Source: Proceedings of the IADIS International Conference on Cognition & Exploratory Learning in Digital Age; 2014, p257-260, 4p

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Conference

AI SUPPORTED EMOTIONS ANALYSIS: A SYSTEM TO PROMOTE ENGAGEMENT IN DIGITAL LEARNING.

  • Source: Proceedings of the IADIS International Conference on Cognition & Exploratory Learning in Digital Age; 2022, p367-369, 3p

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THE ACCESSIBLE MULTIMEDIA EDUCATIONAL PILLS (MEP): A FORMAT TO PROMOTE INCLUSION IN CORPORATE DIGITAL LEARNING.

  • Source: Proceedings of the IADIS International Conference on Cognition & Exploratory Learning in Digital Age; 2022, p373-375, 3p

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Conference

FLIPPED LEARNING IN CORPORATE CONTEXTS: A CASE STUDY.

  • Source: Proceedings of the IADIS International Conference on Cognition & Exploratory Learning in Digital Age; 2022, p219-225, 7p

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Conference

GAMIFICATION OF IN-CLASSROOM DIAGRAM DESIGN FOR SCIENCE STUDENTS.

Subjects: *GAMIFICATION; *SCIENCE students; *EDUCATIONAL games

  • Source: International Conference on e-Learning. 2019, p227-234. 8p.

  • Abstract: Merging the content of learning with the motivation of games can be a successful combination, if done properly and supported by ... Copyright of International Conference on e-Learning is the property of International Association for Development of the ...

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