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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. 2022 8(1):459-469.11

  • 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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Academic Journal

Five key areas to consider before using gamification in learning and development.

Subjects: *Human resources departments; *Job involvement; Gamification

  • Source: Strategic HR Review. 2023, Vol. 22 Issue 4, p115-120. 6p.

  • Abstract: Purpose: The purpose of this paper is to inform readers about the use of gamification and active learning

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Academic Journal

Learning through playing: appreciating the role of gamification in business management education during and after the COVID-19 pandemic.

Subjects: *Management education; *Industrial management; *COVID-19 pandemicUnited Kingdom

  • Source: Journal of Management Development. 2023, Vol. 42 Issue 5, p388-398. 11p.

  • Abstract: Purpose: Through active learning and experiential learning theoretical perspectives, this paper explores the role of

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Academic Journal

Egg-tastic Evidence: A Gamified Experiential Learning Activity for EvidenceBased Business Courses.

Subjects: *Business education; *Decision making; Active learning

  • Source: Business Education Innovation Journal. Dec2023, Vol. 15 Issue 2, p49-56. 8p.

  • Abstract: Evidence-based decision-making is increasingly common in higher education business programs and business courses. Despite the increase in evidence-based decision-making courses, limited experiential ...

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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

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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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

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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Academic Journal

Development of gamification as addiction education and examining its effects on students' motivation and enjoyment.

Subjects: *ACADEMIC motivation; *GAMIFICATION; *EDUCATIONAL standards

  • Source: Bangladesh Journal of Medical Science. Jul2023, Vol. 22 Issue 3, p564-572. 9p.

  • Abstract: Introduction Addiction is a "social disease" which has physical and mental effects. Having adequate knowledge and information about addiction is the best way to prevent ... Copyright of Bangladesh Journal of Medical Science is the property of Ibn Sina Medical College, Ibn Sina Trust and its content may not be ...

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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, p588-596, 9p

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