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Academic Journal

AI-based adaptive personalized content presentation and exercises navigation for an effective and engaging E-learning platform.

Subjects: *Artificial intelligence; *User-generated content; Reinforcement learning

  • Source: Multimedia Tools & Applications. Jan2023, Vol. 82 Issue 3, p3303-3333. 31p.

  • Abstract: Effective and engaging E-learning becomes necessary in unusual conditions such as COVID-19 pandemic, especially for the early stages of K-12 ...

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Academic Journal

Interacción y gamificación: enseñanza de la filosofía en la Universidad de Pamplona.

Subjects: *SARS-CoV-2; Courseware; Asynchronous learningColombia

  • Source: Revista Trilogía. ene-abr2023, Vol. 15 Issue 29, p1-21. 21p.

  • Abstract: Teaching philosophy during the pandemic was a challenge from a pedagogical perspective, as it required those involved in the educational process to overcome the digital ... la enseñanza de la filosofía en tiempos de pandemia ha sido un desafío para la labor docente en perspectiva de pedagogía, ...

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Academic Journal

Can't Wait to Learn: A quasi-experimental mixed-methods evaluation of a digital game-based learning programme for out-of-school children in Sudan.

Subjects: *Middle-income countries; Gamification; Digital learningSudan

  • Source: Journal of Development Effectiveness. Sep2023, Vol. 15 Issue 3, p320-341. 22p.

  • Abstract: Innovations are needed to address the global issue of access to high-quality education, particularly in low- and middle-income countries. This paper shows quasi-experimental evidence that ...

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Academic Journal

The Effect of Gamified E-learning on Employees' Engagement: A Case Study of a Lebanese Bank.

Subjects: *Job involvement; *Job satisfaction; *Bank employees

  • Source: Periodica Polytechnica: Social & Management Sciences. 2023, Vol. 31 Issue 1, p80-89. 10p.

  • Abstract: Gamification is a concept that has not been analysed thoroughly for its positive outcomes or challenges. Although the effects of

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Academic Journal

Can the Game-Based Learning Come? Virtual Classroom in Higher Education of 21st Century.

  • Source: International Journal of Emerging Technologies in Learning; 2020, Vol. 15 Issue 2, p112-126, 15p

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Conference

Using Gamification to Develop Students As Strategic Thinkers: A Qualitative Perspective.

  • Source: Proceedings of the European Conference on e-Learning (ECEL); 2023, p226-233, 8p

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Academic Journal

Digitally Nudged Learning: A Nudged Gamification Study Intervention.

  • Source: International Journal of Emerging Technologies in Learning; 2022, Vol. 17 Issue 12, p42-60, 19p

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  • 1-10 of  266 results for "Gamification in learning"