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Academic Journal

OntoGamif: A modular ontology for integrated gamification.

Subjects: *GAMIFICATION; *PSYCHOLOGICAL factors; *ORGANIZATIONAL structure

  • Source: Applied Ontology. 2019, Vol. 14 Issue 3, p215-249. 35p.

  • Abstract: Gamification is known as the use of game design elements in non-game contexts. It has gained a great interest from both ... Copyright of Applied Ontology is the property of IOS Press and its content may not be copied or emailed to ...

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Academic Journal

Role of e-learning technology and culture on learning agility: An empirical evidence.

Subjects: *Performance technology; *Culture; *Technology transferInternational Business Machines Corp. 001368083 International Business Machines Corp. International Business Machines Corp. 001368083 001368083 International Business Machines Corp. 001368083 IBM

  • Source: Human Systems Management. 2021, Vol. 40 Issue 2, p235-248. 14p.

  • Abstract: BACKGROUND: The complexity and dynamism involved in the current business environment requires agile workforce. Workforce agility requires learning agility which is ...

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Academic Journal

Modern teaching methods in action in statistical classes.

Subjects: *Class actions; Teaching methods; Problem-based learning

  • Source: Statistical Journal of the IAOS. 2021, Vol. 37 Issue 3, p899-919. 21p.

  • Abstract: To act as a responsible member of a democratic society, everybody needs statistical literacy and practical knowledge on how to use statistical data, visualization, and ...

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Academic Journal

Waking up in the morning (WUIM): A transmedia project for daily living skills training.

Subjects: *SPECIAL education; *SCHOOL environment; *COMPUTER simulation

  • Source: Technology & Disability. 2021, Vol. 33 Issue 2, p137-161. 25p. 18 Color Photographs, 6 Diagrams, 5 Charts.

  • Abstract: BACKGROUND: One of the most serious concerns of parents, caregivers, teachers and therapists is children's independent living, particularly of those with special educational needs (SEN). ... Copyright of Technology & Disability is the property of IOS Press and its content may not be copied or emailed to ...

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Academic Journal

Role of e-learning technology and culture on learning agility: An empirical evidence.

  • Source: Human Systems Management. Sep2020, p1-14. 14p.

  • Abstract: The complexity and dynamism involved in the current business environment requires agile workforce. Workforce agility requires learning agility which is the ...

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Academic Journal

A framework for evaluating the impact of mobile games, technological innovation and collaborative learning on students' motivation.

Subjects: *Technological innovations; Mobile learning; Mobile games

  • Source: Human Systems Management. 2020, Vol. 39 Issue 1, p27-36. 10p. 1 Diagram, 3 Charts, 2 Graphs.

  • Abstract: BACKGROUND: Recently, information technology has had a deep effect on managing of human resources (HR), especially on the youngers. Also, the present generation of students ...

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Academic Journal

A proposal for a unified framework for the design of technologies for people with learning difficulties.

Subjects: *CONCEPTUAL structures; *LEARNING disabilities; *PEOPLE with mental disabilities

  • Source: Technology & Disability. 2018, Vol. 30 Issue 1/2, p25-40. 16p. 10 Charts.

  • Abstract: BACKGROUND: Existing generic technology design principles and guidelines are considered not to be sensitive enough to meet the needs of people with ... Copyright of Technology & Disability is the property of IOS Press and its content may not be copied or emailed to ...

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Academic Journal

Innovative approaches to teaching and learning in library and information science.

Subjects: *TEACHING; *LIBRARY science; *INFORMATION science

  • Source: Education for Information. 2019, Vol. 35 Issue 2, p53-63. 11p.

  • Abstract: The article presents an overview on the didactic themas and dilemmas to innovative teaching methods and how to approach innovative teaching and ...

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  • 1-10 of  106 results for "Gamification in learning"