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Academic Journal

The Use of Integrated 5Es of Inquiring-Based Learning and Gamification to Improve Grade 8 Student Science Learning Achievement

Subjects: Inquiry; Active Learning; Science InstructionThailand

  • Source: Journal of Educational Issues, v8 n1 p459-469 2022.

  • Abstract: The purposes of the study were to investigate the effectiveness of integrated 5Es of inquiring-based learning and gamificationAs Provided

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Conference

How to Welcome First-year Students: Best Practice of a Gamified Orientation Day.

  • Source: Proceedings of the European Conference on Games Based Learning; 2022, Issue 1, p588-596, 9p

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Academic Journal

Método de enseñanza/aprendizaje aplicado a los sistemas de energía eléctrica.

Subjects: *TEACHING methods; *GAMIFICATION; *AFFECT (Psychology)

  • Source: Scientia et Technica. mar2022, Vol. 27 Issue 1, p7-14. 8p.

  • Abstract: The contemporary methodologies are focused in the students, who, in engineering programs, many times they are unmotivated by the lack of integration of practical content ... Las metodologías contemporáneas están enfocadas en los estudiantes, quienes, en carreras de ingeniería, muchas veces se ven desmotivados por la falta ... Copyright of Scientia et Technica is the property of Scientia et Technica and its content may not be copied or emailed to multiple sites ...

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Conference

A new gamification model for e-learning in Jordan higher education.

Subjects: *GAMIFICATION; *DIGITAL learning; *HIGHER educationJORDAN

  • Source: AIP Conference Proceedings. 2023, Vol. 2484 Issue 1, p1-6. 6p.

  • Abstract: Despite the exponential success of using creative gaming concepts in the educational context to encourage active learning, engage people and solve ... Copyright of AIP Conference Proceedings is the property of American Institute of Physics and its content may not be copied or emailed to multiple ...

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Academic Journal

Using Gamification to Design Courses: Lessons Learned in a Three-year Design-based Study.

Subjects: *GAMIFICATION; *ACTIVE learning; *PSYCHOLOGICAL feedback

  • Source: Journal of Educational Technology & Society. Jan2021, Vol. 24 Issue 1, p44-63. 20p.

  • Abstract: A design-based study was conducted in iterative cycles to test the effectiveness of the updated goal-access-feedback-challenge-collaboration (updated-GAFCC) gamification design model. The ... Copyright of Journal of Educational Technology & Society is the property of International Forum of Educational Technology & Society (IFETS) and its content may not be ...

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Academic Journal

Exploring the impact of gamification on student engagement and involvement with e-learning systems.

Subjects: *DIGITAL learning; *GAMIFICATION; *INTERACTIVE learning

  • Source: Interactive Learning Environments. Dec 2021, Vol. 29 Issue 8, p1244-1257. 14p.

  • Abstract: In spite of the unprecedented popularity to use innovative gaming concepts within the educational context in order to promote active learning, ... Copyright of Interactive Learning Environments is the property of Routledge and its content may not be copied or emailed to ...

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Academic Journal

Gamification and mobile learning: innovative experiences to motivate and optimise music content within university contexts.

Subjects: *RESEARCH; *GAMIFICATION; *MUSIC education

  • Source: Music Education Research. Jul2022, Vol. 24 Issue 3, p377-392. 16p.

  • Abstract: This study aims to analyse the extent to which gamification tools and multimedia resources (i.e. Cuadernia, Kahoot, Quizizz, and Socrative) ... Copyright of Music Education Research is the property of Routledge and its content may not be copied or emailed to multiple sites or posted ...

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Academic Journal

MUHASEBE EĞİTİMİNDE OYUNLAŞTIRMA: DİJİTAL OYUN TABANLI ÖĞRENME.

Subjects: *Schools; Educational games; Visual learning

  • Source: Muhasebe ve Vergi Uygulamalari Dergisi (MUVU) / Journal of Accounting & Taxation Studies (JATS). 2019, Vol. 12 Issue 2, p331-352. 22p.

  • Abstract: The 21st century children and youngsters who are at the center of technology and make it a part of their lives are called "digital natives" ... Teknolojinin odağında olan ve kendilerini bildikleri anda teknolojiyle tanışıp onu yaşamlarının bir parçası haline getiren 21. yy. çocukları ve genç...

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Academic Journal

A Learning Curve‐Based Assembly Game.

Subjects: *Teams in the workplace; *Operations management; Concept learning

  • Source: Decision Sciences Journal of Innovative Education. Oct2019, Vol. 17 Issue 4, p344-362. 19p. 2 Color Photographs, 1 Diagram, 4 Charts, 6 Graphs.

  • Abstract: This article describes a game used in an MBA‐level operations management course to help students understand the concept of the learning

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Academic Journal

The student experience of student-centered learning methods: Comparing gamification and flipped classroom.

Subjects: Classroom activities; Student assignments; Active learning

  • Source: Education for Information. 2019, Vol. 35 Issue 2, p99-127. 29p. 3 Charts.

  • Abstract: Higher education enrollment has declined recently. New recruiting strategies and student-centered learning environments with challenge, enthusiasm, and joy are required to ...

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