Search Results

Filter
  • 1-10 of  37 results for "Gamification in learning"
Item request has been placed! ×
Item request cannot be made. ×
loading  Processing Request
Academic Journal

User-Centered Gamification for E-Learning Systems: A Quantitative and Qualitative Analysis of its Application.

Subjects: *GAMIFICATION; *QUALITATIVE chemical analysis; *QUANTITATIVE research

  • Source: Interacting with Computers. Sep2019, Vol. 31 Issue 5, p425-445. 21p.

  • Abstract: Gamification applies game elements in non-game contexts to improve users' experience. One of the contexts that have mostly taken advantage of Copyright of Interacting with Computers is the property of Oxford University Press / USA and its content may not be copied ...

Record details

×
Academic Journal

Gamifying the flipped classroom using game-based learning materials.

  • Source: ELT Journal: English Language Teaching Journal; Jul2018, Vol. 72 Issue 3, p296-308, 13p, 1 Diagram, 5 Charts

Record details

×
Academic Journal

Gamification for Older Adults: A Systematic Literature Review.

  • Source: Gerontologist; Oct2021, Vol. 61 Issue 7, pe360-e372, 13p

Record details

×
Academic Journal

The use of gamification in the teaching of disease epidemics and pandemics.

Subjects: *GAMIFICATION; *EPIDEMICS; *PROBLEM-based learning

  • Source: FEMS Microbiology Letters. Jun2018, Vol. 365 Issue 11, p1-4. 4p.

  • Abstract: With the launch of the teaching excellence framework, teaching in higher education (HE) is under greater scrutiny than ever before. Didactic lecture delivery is still ... Copyright of FEMS Microbiology Letters is the property of Oxford University Press / USA and its content may not be copied ...

Record details

×
Academic Journal

How Different Personalities Benefit From Gamification.

Subjects: *GAMIFICATION

  • Source: Interacting with Computers. Mar2019, Vol. 31 Issue 2, p138-153. 16p.

  • Abstract: Several studies indicate the benefit of mapping gamification elements to personality. However, this mapping requires a strong understanding of the relationship ... Copyright of Interacting with Computers is the property of Oxford University Press / USA and its content may not be copied ...

Record details

×
Academic Journal

APICURON: a database to credit and acknowledge the work of biocurators.

Subjects: *ROBUST programming; *INFORMATION resources; *DATABASES

  • Source: Database: The Journal of Biological Databases & Curation. 2021, Vol. 2021, p1-7. 7p.

  • Abstract: APICURON is an open and freely accessible resource that tracks and credits the work of biocurators across multiple participating knowledgebases. Biocuration is essential to extract ... Copyright of Database: The Journal of Biological Databases & Curation is the property of Oxford University Press / USA and its content ...

Record details

×
Academic Journal

Keeping education fresh--not just in microbiology.

Subjects: *MICROBIOLOGY; *EDUCATION; *STUDENT engagement

  • Source: FEMS Microbiology Letters. Nov2017, Vol. 364 Issue 21, p1-7. 7p.

  • Abstract: Innovative practice from around the globe, addressing a range of recent educational themes and trends, was published in the FEMS Microbiology Letters virtual Thematic Issue ... Copyright of FEMS Microbiology Letters is the property of Oxford University Press / USA and its content may not be copied ...

Record details

×
Academic Journal

Virtual Worlds Can Be Dangerous: Using Ready-Made Computer Simulations for Teaching International Relations.

Subjects: *VIRTUAL reality in education; *VIDEO games in education; *SIMULATION methods in education

  • Source: International Studies Perspectives. Nov2014, Vol. 15 Issue 4, p538-557. 20p. 11 Charts.

  • Abstract: Video games have become a hot topic in education. To their proponents, they enhance the interactive and active aspects of learning. ... Copyright of International Studies Perspectives is the property of Oxford University Press / USA and its content may not be copied ...

Record details

×
Academic Journal

Deep Play? Video Games and the Historical Imaginary.

Subjects: *VIDEO games; *NAZI Germany, 1933-1945; *PUBLIC opinion

  • Source: American Historical Review. Mar2021, Vol. 126 Issue 1, p180-198. 19p.

  • Abstract: Video games earned $43.8 billion in revenue in 2018, and many of the most popular and enduring games in recent years are set in historical environments. They ... Copyright of American Historical Review is the property of Oxford University Press / USA and its content may not be copied ...

Record details

×
  • 1-10 of  37 results for "Gamification in learning"