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Academic Journal

The student experience of student-centered learning methods: Comparing gamification and flipped classroom.

Subjects: Classroom activities; Student assignments; Active learning

  • Source: Education for Information. 2019, Vol. 35 Issue 2, p99-127. 29p. 3 Charts.

  • Abstract: Higher education enrollment has declined recently. New recruiting strategies and student-centered learning environments with challenge, enthusiasm, and joy are required to ...

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Academic Journal

Modern teaching methods in action in statistical classes.

Subjects: *TEACHING methods; *PROBLEM-based learning; *STATISTICAL literacy

  • 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 ... Copyright of Statistical Journal of the IAOS is the property of IOS Press and its content may not be copied ...

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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

Blending a sweet pill to swallow with TRIZ and industry talks for enhanced learning during the COVID-19 pandemic.

Subjects: *COVID-19 pandemic; Pills; Blended learning

  • Source: Human Systems Management. 2023, Vol. 42 Issue 2, p163-178. 16p.

  • Abstract: BACKGROUND: While studies have investigated relationships among learning motivation, social presence, and cognitive presence, there appear to be no studies on ...

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Academic Journal

The impact of ICT characteristics on students' learning outcomes during COVID-19 lockdown period: The crucial role of techno eustress perception.

Subjects: *COVID-19 pandemic; *Reliability in engineering; Educational outcomes

  • Source: Human Systems Management. 2023, Vol. 42 Issue 2, p149-162. 14p.

  • Abstract: BACKGROUND: The COVID-19 crisis led to an unprecedented acceleration of digital learning. It pushed many institutions to abruptly switch to fully ...

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Academic Journal

Developing, evaluating and scaling learning agents in multi-agent environments.

Subjects: *REINFORCEMENT learning; *MULTIAGENT systems; *GAME theory

  • Source: AI Communications. 2022, Vol. 35 Issue 4, p271-284. 14p.

  • Abstract: The Game Theory & Multi-Agent team at DeepMind studies several aspects of multi-agent learning ranging from computing approximations to fundamental concepts in ... Copyright of AI Communications is the property of IOS Press and its content may not be copied or emailed to ...

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Academic Journal

An analysis of best practices to enhance higher education teaching staff digital and multimedia skills.

Subjects: *Best practices; *Attitudes toward technology; Higher educationLithuania; Macedonia; Romania

  • Source: Human Systems Management. 2023, Vol. 42 Issue 2, p193-207. 15p.

  • Abstract: BACKGROUND: The COVID-19 pandemic has transformed the teaching ways in universities, rapidly moving from face-to-face delivery models to online and distance learning

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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

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

Internet of things-based technological acceptance learning management framework for the physical education system.

  • Source: Technology & Health Care. 2021, Vol. 29 Issue 6, p1201-1215. 15p.

  • Abstract: Background: Internet of Things (IoT) is a hopeful advancement that is an accurate international link for smart devices for total initiatives. Physical Education (... Copyright of Technology & Health Care is the property of IOS Press and its content may not be copied or emailed ...

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  • 1-10 of  118 results for "Gamification in learning"