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Academic Journal

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

Subjects: Student engagement; Gamification; Flipped classrooms

  • Source: Marketing Education Review. Spring2022, Vol. 32 Issue 1, p45-53. 9p. 2 Charts, 1 Graph.

  • 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

  • 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

Teachers' beliefs about gamification and competencies development: A concept mapping approach.

Subjects: *Teachers; Gamification; Higher education

  • Source: Innovations in Education & Teaching International. Feb2021, Vol. 58 Issue 1, p84-94. 11p. 3 Diagrams, 3 Charts.

  • Abstract: Despite an increasing academic attention towards both gamification and competencies-based education, little is known about Higher Education teachers' beliefs regarding the ...

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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

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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Academic Journal

Analysing adaptive gamification design principles for online courses.

Subjects: *Focus groups; *Quantitative research; *Task performance

  • Source: Behaviour & Information Technology. Feb2022, Vol. 41 Issue 3, p485-501. 17p. 1 Diagram, 3 Charts.

  • Abstract: This study defines and analyses adaptive gamification design principles for online courses. It was conducted as a holistic single case study ...

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  • 1-10 of  1,076 results for "Gamification in learning"