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Academic Journal

Gamification, Online Learning and Motivation: A Quantitative and Qualitative Analysis in Higher Education

Subjects: Gamification; Electronic Learning; Student Motivation

  • Source: Contemporary Educational Technology, v14 n4 Article ep381 2022.

  • Abstract: As a motivational teaching practice, gamification does not always work as expected. This paper supports these findings and adds the factor ... As Provided

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Academic Journal

Gamification As A Methodological Strategy In University Students.

Subjects: *GAMIFICATION; *COLLEGE students; *EDUCATIONAL innovations

  • Source: Journal of Pharmaceutical Negative Results. 2022 Special Issue, Vol. 13, p449-453. 5p.

  • Abstract: The objective of the study was to review the bibliography related to gamification strategies in students, from a didactic-pedagogical perspective. In ... Copyright of Journal of Pharmaceutical Negative Results is the property of ResearchTrentz and its content may not be copied or emailed to multiple sites ...

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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

Gamification in the Learning of Mathematics in University Students.

  • Source: International Journal of Early Childhood Special Education; 2021, Vol. 13 Issue 2, p444-454, 11p

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Academic Journal

University Students' Views on the Application of Gamification in Distance Education.

  • Source: International Journal of Emerging Technologies in Learning; 2021, Vol. 16 Issue 19, p4-15, 12p

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Academic Journal

The Views of University Students on Gamification-Enhanced Online Learning Experiences.

  • Source: Sakarya University Journal of Education; 2021, Vol. 11 Issue 1, p121-154, 68p

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Academic Journal

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

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

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Academic Journal

Perceptions of Non-English Major College Students on Learning English Vocabulary with Gamified Apps.

  • Source: International Journal of Emerging Technologies in Learning; 2021, Vol. 16 Issue 18, p268-276, 9p

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  • 1-10 of  265 results for "Gamification in learning"