Item request has been placed!
×
Item request cannot be made.
×

Processing Request
Item request has been placed!
×
Item request cannot be made.
×

Processing Request
-
Source:
British Journal of Educational Technology. Jan2023, Vol. 54 Issue 1, p394-413. 20p.
-
Abstract:
Gamification is typically implemented digitally. However, digital gamification is not always possible because of limited resources and ... Copyright of British Journal of Educational Technology is the property of Wiley-Blackwell and its content may not be copied or ...
Record details
Subjects: *GAMIFICATION; *FLIPPED classrooms; *CLASSROOM activitiesUNITED Kingdom
-
Source:
British Journal of Educational Technology. Jan2021, Vol. 52 Issue 1, p75-90. 16p. 2 Color Photographs, 1 Diagram, 1 Chart.
-
Abstract:
For higher education, the question of how in‐class activities can be supported in large lectures is of great relevance. This paper suggests a gamified ... Copyright of British Journal of Educational Technology is the property of Wiley-Blackwell and its content may not be copied or ...
Record details
Subjects: *Internet stores; Entrepreneurship education; Gamification
-
Source:
Decision Sciences Journal of Innovative Education. Apr2020, Vol. 18 Issue 2, p203-223. 21p. 4 Color Photographs, 2 Diagrams, 5 Charts.
-
Abstract:
Gamification—the use of gameplay mechanics for nongame applications—enables learning by doing, yet questions abound about ...
Record details
Subjects: *Employee training; *Industrial safety; Gamification
-
Source:
International Journal of Training & Development. Jun2018, Vol. 22 Issue 2, p162-169. 8p.
-
Abstract:
Gamification has become increasingly common in employee training. Simultaneously, our scientific understanding of gamified learning has grown. ...
Record details
-
Source:
International Journal of Applied Linguistics. Oct2022, p1. 15p. 2 Illustrations, 7 Charts.
-
Abstract:
This study investigates the effects of the flyswatter game on elementary students’ Chinese vocabulary learning. Using a pre‐ and post‐test ... 摘要 本研究旨在探讨“拍苍蝇”游戏对小学生汉语词汇学习的影响。该研究采用前后测试设计, 考察了来自老挝的两组汉语初学者的词汇掌握和进步情况。实验组和对照组学生学习了相同的中文课程内容, 但在词汇学习过程, 实验组开展了“拍苍蝇”词汇游戏, 而对照组则采用传统的词汇学习方法。研究结果表明, 实验组在测试成绩上的进步程度显著大于对照组, 尤其在对“日期”和“生肖”这两类词汇的掌握上。此外, 研究还发现该游戏效果与词汇的呈现形式相关, 比如实验组学生对以汉字形式呈现的学习比其他形式(如图片)效果更好。这些研究发现或许为日后对外汉语词汇教学中的策略性游戏化教学提供新见解。 [ABSTRACT FROM AUTHOR]Copyright of International Journal of Applied Linguistics is the property of Wiley-Blackwell and its content may not be copied or ...
Record details
Subjects: *GAMIFICATION; *READING (Primary); *ACADEMIC motivationHONG Kong (China)
-
Source:
British Journal of Educational Technology. Jan2021, Vol. 52 Issue 1, p160-178. 19p. 1 Color Photograph, 1 Diagram, 5 Charts, 3 Graphs.
-
Abstract:
Gamification is becoming increasingly popular in primary education due to the widespread use of digital technology. However, gamified reading is new, ... Copyright of British Journal of Educational Technology is the property of Wiley-Blackwell and its content may not be copied or ...
Record details
Subjects: *Enterprise resource planning; Cohesion; Online education
-
Source:
Decision Sciences Journal of Innovative Education. Jul2021, Vol. 19 Issue 3, p173-184. 12p. 1 Diagram, 5 Charts.
-
Abstract:
Pedagogy using gamification has recently received much attention as a way of enhancing student learning and retention. ...
Record details