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Academic Journal

Learning Marketing Online: The Role of Social Interactions and Gamification Rewards

Subjects: Distance Education; Marketing; Business Administration EducationLithuania

  • Source: Journal of Marketing Education, v43 n2 p159-173 Aug 2021. 15 pp.

  • Abstract: Online learning is a powerful option for professional development in various careers, including marketing. However, massive open online courses (MOOCs) tend ... As Provided

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Academic Journal

Gamification in Economics and Its Impact on Students' Achievement: Lesson from COVID-19 in Indonesia

Subjects: Foreign Countries; COVID-19; PandemicsIndonesia

  • Source: Cypriot Journal of Educational Sciences, v16 n3 p1194-1203 2021. 10 pp.

  • Abstract: Providing teaching and learning activities during the Covid-19 pandemic has been a global challenge, and the government has responded to this ... As Provided

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Academic Journal

Towards a Motivational Design? Connecting Gamification User Types and Online Learning Activities

Subjects: Student Motivation; Game Based Learning; Educational Games

  • Source: Research and Practice in Technology Enhanced Learning, v15 n1 Article 1 2020. 18 pp.

  • Abstract: Motivation is a crucial factor for students' learning behavior and plays a key role in the concept of ... As Provided

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Academic Journal

Gamification of ChemDraw during the COVID-19 Pandemic: Investigating How a Serious, Educational-Game Tournament (Molecule Madness) Impacts Student Wellness and Organic Chemistry Skills while Distance Learning

Subjects: Science Instruction; Videoconferencing; Video Games

  • Source: Journal of Chemical Education, v97 n9 p3358-3368 Sep 2020. 11 pp.

  • Abstract: Social distancing during the COVID-19 pandemic presents mental health and academic obstacles for students. As mental health can strongly influence academic performance, addressing the loss ... As Provided

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Academic Journal

How Gamification Can Foster Motivation and Collaboration in Blended Learning: A Mixed Methods Case Study

Subjects: Game Based Learning; Blended Learning; Undergraduate Students

  • Source: Journal of Interactive Learning Research, v30 n3 p275-300 2019. 26 pp.

  • Abstract: This study investigated the use of gamification in blended learning for a bachelor's degree class in educational ... As Provided

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Academic Journal

Developing and Implementing GAPc, a Gamification Project in Chemistry, toward a Remote Active Student-Centered Chemistry Course Bridging the Gap between Precollege and Undergraduate Education

Subjects: Game Based Learning; Chemistry; Electronic Learning

  • Source: Journal of Chemical Education, v97 n8 p2147-2152 Aug 2020. 6 pp.

  • Abstract: This paper describes the development and implementation of GAPc, a gamification project in chemistry. GAPc is an online active student-centered remedial ... As Provided

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Academic Journal

Cyber-Archaeometry: Novel Research and Learning Subject Overview

Subjects: Archaeology; Laboratory Equipment; Computer Simulation

  • Source: Education Sciences, v11 Article 86 2021. 19 pp.

  • Abstract: The cyber archaeometry concerns a new virtual ontology in the environment of cultural heritage and archaeology. The present study concerns a first pivot endeavor of ... As Provided

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Academic Journal

Motivation by Gamification: Adapting Motivational Tools of Massively Multiplayer Online Role-Playing Games (MMORPGs) for Peer-to-Peer Assessment in Connectivist Massive Open Online Courses (cMOOCs)

Subjects: Large Group Instruction; Educational Technology; Online Courses

  • Source: International Review of Education, v66 n1 p75-92 Feb 2020. 18 pp.

  • Abstract: In the first decade of the 21st century, distance learning (usually subject to course fees and resulting in formal certification) was ... As Provided

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