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Academic Journal

Learning Urogenital Diseases in Oddity (LUDO)—a gamification-based innovation for learning urogenital diseases in emergency medicine.

Subjects: *MEMORY; *TEAMS in the workplace; *HOSPITAL medical staff

  • Source: International Journal of Emergency Medicine. 1/9/2024, Vol. 17 Issue 1, p1-5. 5p.

  • Abstract: Urogenital emergencies demand immediate attention within the field of emergency medicine, encompassing a range of critical conditions from ectopic pregnancies to kidney stones. Timely diagnosis ... Copyright of International Journal of Emergency Medicine is the property of Springer Nature and its content may not be copied ...

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Academic Journal

Evaluation of Gamified Training A Solomon Four-Group Analysis of the Impact of Gamification on Learning Outcomes.

Subjects: *GAMIFICATIONINDIA

  • Source: TechTrends: Linking Research & Practice to Improve Learning. Sep2021, Vol. 65 Issue 5, p750-759. 10p.

  • Abstract: Gamification is the application of game elements to non-game contexts. The process of gamification has been found ... Copyright of TechTrends: Linking Research & Practice to Improve Learning is the property of Springer Nature and ...

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Academic Journal

The Gamification of Learning: a Meta-analysis.

Subjects: *GAMIFICATION; *COGNITIVE learning; *RANDOM effects model

  • Source: Educational Psychology Review. Mar2020, Vol. 32 Issue 1, p77-112. 36p. 1 Diagram, 8 Charts, 1 Graph.

  • Abstract: This meta-analysis was conducted to systematically synthesize research findings on effects of gamification on cognitive, motivational, and behavioral ... Copyright of Educational Psychology Review is the property of Springer Nature and its content may not be copied or emailed ...

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Academic Journal

Dynamical model for gamification of learning (DMGL).

Subjects: Gamification; Video games in education; Social media

  • Source: Multimedia Tools & Applications. Oct2015, Vol. 74 Issue 19, p8483-8493. 11p.

  • Abstract: The purpose of this paper is to hypothesize 'Dynamical model of educational effectiveness for the gamification of learning

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Academic Journal

Gamification of Electronic Negotiation Training: Effects on Motivation, Behaviour and Learning.

Subjects: *Business negotiation; *Decision making; Gamification

  • Source: Group Decision & Negotiation. Jun2022, Vol. 31 Issue 3, p649-681. 33p.

  • Abstract: Organisations are involved in various types of negotiation. As digitalisation advances, such business negotiations are to a large extent electronic negotiations. Consequently, dedicated training for ...

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Academic Journal

A gamified approach for improving the learning performance of K-6 students using Easter eggs.

Subjects: *Integrated software; *Application software; Easter eggs

  • Source: Multimedia Tools & Applications. May2023, Vol. 82 Issue 13, p20683-20701. 19p.

  • Abstract: Gamification is mainly used to increase user engagement and motivation, hence increasing the user base and user activity. Defined by applying ...

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Academic Journal

AI-based adaptive personalized content presentation and exercises navigation for an effective and engaging E-learning platform.

Subjects: *Artificial intelligence; *User-generated content; Reinforcement learning

  • Source: Multimedia Tools & Applications. Jan2023, Vol. 82 Issue 3, p3303-3333. 31p.

  • Abstract: Effective and engaging E-learning becomes necessary in unusual conditions such as COVID-19 pandemic, especially for the early stages of K-12 ...

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Academic Journal

The effects of students' motivation, cognitive load and learning anxiety in gamification software engineering education: a structural equation modeling study.

Subjects: Cognitive load; Gamification; Engineering education

  • Source: Multimedia Tools & Applications. Aug2016, Vol. 75 Issue 16, p10013-10036. 24p.

  • Abstract: Past research has proven the significant effects of game-based learning on learning motivation and academic performance, and ...

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Academic Journal

A process for designing algorithm-based personalized gamification.

Subjects: Gamification; Machine learning; Collaborative learning

  • Source: Multimedia Tools & Applications. May2019, Vol. 78 Issue 10, p13593-13612. 20p.

  • Abstract: Personalization is an upcoming trend in gamification research, with several researchers proposing that gamified systems should take personal characteristics into account. ...

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  • 1-10 of  1,164 results for "Gamification in learning"