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Academic Journal

Integrated Gamification Model in a Constructivist Learning Environment for the Promotion of Creative Skills.

  • Source: Creativity: Theories - Research - Applications. Jun2022, Vol. 9 Issue 1, p1-25. 25p.

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Academic Journal

Lecturers' attitude towards the use of e-learning tools in higher education: A case of Portugal.

Subjects: *COVID-19 pandemic; Digital learning; Higher education

  • Source: Engineering Management in Production & Services. Jun2023, Vol. 15 Issue 2, p23-34. 12p.

  • Abstract: This study aims to assess the lecturers' opinions about the use of e-learning tools to support distance and blended

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Academic Journal

Who is more eager to use Gamification in Economic Disciplines? Comparison of Students and Educators.

Subjects: *Technological innovations; *Administrative assistants; *Universities & collegesSerbia; Croatia; Poland

  • Source: Business Systems Research. Dec2022, Vol. 13 Issue 2, p96-116. 21p.

  • Abstract: Background: In this paper, the focus is on the application of digital and mobile technologies as supporting tools for the implementation of ...

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Academic Journal

Implementation of e-learning curriculum in higher education.

  • Source: European Journal of Open, Distance & E-Learning; Mar2023, Vol. 25 Issue 1, p62-73, 12p

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Academic Journal

E-learning for Business- from Covid-Adaptation to Usual Practice.

Subjects: *COVID-19 pandemic; *Human capital; *Labor supply

  • Source: Proceedings of the International Conference on Business Excellence. Dec2021, Vol. 15 Issue 1, p150-159. 10p.

  • Abstract: This paper analyzes the impact of the COVID-19 epidemic on SMEs' work environment, human resources processes, how the companies reacted and adapted, what forms of ...

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Academic Journal

AirBaltic Case Based Analysis of Potential for Improving Employee Engagement Levels in Latvia through Gamification.

Subjects: *Job involvement; *Personnel management; *Human-computer interactionAirBaltic (Company)

  • Source: Economics & Business. 2016, Vol. 28, p45-51. 7p.

  • Abstract: In 2014, airBaltic Corporation introduced a gamified electronic platform called Forecaster with a purpose to increase its employee engagement. The article considers the approach used by ...

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Academic Journal

TEACHERS' USE AND ACCEPTANCE OF GAMIFICATION AND SOCIAL NETWORKING FEATURES OF AN OPEN REPOSITORY.

  • Source: European Journal of Open, Distance & E-Learning; Jun2017, Vol. 20 Issue 1, p127-138, 12p

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  • 1-10 of  38 results for "Gamification in learning"