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Academic Journal

DO POINTS MATTER? THE EFFECTS OF GAMIFICATION ACTIVITIES WITH AND WITHOUT POINTS ON STUDENT LEARNING AND ENGAGEMENT.

  • Source: Marketing Education Review. Feb2021, p1-9. 9p. 1 Illustration, 2 Charts.

  • Abstract: Instructor use of online gamification techniques using platforms such as Kahoot has been increasing in recent years. Prior research has found ...

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Academic Journal

Gamification design: A comparison of four m-learning courses.

Subjects: Mobile learning; Computer assisted instruction; Computers in educationTaiwan

  • Source: Innovations in Education & Teaching International. Aug2018, Vol. 55 Issue 4, p470-478. 9p. 4 Charts.

  • Abstract: Gamification can enhance learners’ autonomous motivation and enable them to feel enthusiastic during the cognitive absorption process. Therefore, this study explores ...

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Academic Journal

Using Design-Science Based Gamification to Improve Organizational Security Training and Compliance.

Subjects: Gamification; Phishing prevention; Behavior modification

  • Source: Journal of Management Information Systems. 2020, Vol. 37 Issue 1, p129-161. 33p. 1 Color Photograph, 3 Diagrams, 2 Charts, 2 Graphs.

  • Abstract: We conducted a design-science research project to improve an organization's compound problems of (1) unsuccessful employee phishing prevention and (2) poorly received internal security training. To do ...

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Academic Journal

Digital games for learning energy conservation: A study of impacts on motivation, attention, and learning outcomes.

Subjects: Gamification; College students; Academic motivation

  • Source: Innovations in Education & Teaching International. Feb2019, Vol. 56 Issue 1, p66-76. 11p. 1 Chart.

  • Abstract: Knowledge associated with energy conservation is important but it may appear difficult and monotonous to students due to the presence of jargon and complex scientific ...

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Academic Journal

IMPROVING INFORMATION LITERACY THROUGH GAMIFICATION: FANTASY BRAND LEAGUES.

Subjects: Information literacy; Adult learning; Gamification

  • Source: Marketing Education Review. Summer2019, Vol. 29 Issue 2, p107-112. 6p. 1 Chart.

  • Abstract: Undergraduate marketing majors who were enrolled in the senior-level marketing capstone course engaged with current marketing news from credible sources and practiced data visualization as ...

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Academic Journal

Does educational gamification improve students' motivation? If so, which game elements work best?

Subjects: Gamification; Educational technology; Students

  • Source: Journal of Education for Business. Oct2018, Vol. 93 Issue 7, p315-322. 8p.

  • Abstract: Educational gamification is a growing field. The authors answer the following important questions: (a) To what degree does educational

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Academic Journal

A systematic mapping study of gamification models oriented to motivational characteristics.

Subjects: *Information technology; *Mathematical models; *Research funding

  • Source: Behaviour & Information Technology. Nov2019, Vol. 38 Issue 11, p1167-1184. 18p. 13 Charts, 13 Graphs.

  • Abstract: Context: Gamification focuses on the improvement of users' engagement when performing tasks by making use of game mechanics and elements in ...

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Academic Journal

Online Quiz as Exit Ticket: Using Technology to Reinforce Learning in Face to Face Classes.

  • Source: Journal of Teaching in Social Work. Apr-Jun2021, Vol. 41 Issue 2, p151-171. 21p. 1 Diagram, 4 Charts.

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Academic Journal

Game On: Exploring the Effectiveness of Game-based Learning.

Subjects: Academic motivation; Student attitudes; Educational planning

  • Source: Planning Practice & Research. Oct2020, Vol. 35 Issue 5, p589-604. 16p.

  • Abstract: Game-based learning has emerged as an innovative learning technique that can increase student motivation, emotional involvement and ...

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