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Source:
Research in Learning Technology; 2019, Vol. 27, p1-17, 17p
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Subjects: *GAMIFICATION; *CLASSROOMS; *EDUCATIONAL games
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Source:
BRAIN: Broad Research in Artificial Intelligence & Neuroscience. Jul2017, Vol. 8 Issue 2, p56-62. 7p. 3 Charts, 1 Graph.
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Abstract:
The aim of the current work is to assess the challenges that gamification in education are facing nowadays. Benefits and disadvantages ... Copyright of BRAIN: Broad Research in Artificial Intelligence & Neuroscience is the property of Lumen Publishing House and its content may not be copied or ...
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Source:
Educational Technology Research & Development; Apr2019, Vol. 67 Issue 2, p423-441, 19p
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Subjects: *Technology; *Training; Gamification
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Source:
Simulation & Gaming. Aug2017, Vol. 48 Issue 4, p513-538. 26p.
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Abstract:
Background and Aim.Gamification is growing in popularity in education and workplace training, but it is unclear which game elements are ...
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Subjects: *Personnel management; *Social impact; Simulation games
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Source:
Scientific Papers of Silesian University of Technology. Organization & Management / Zeszyty Naukowe Politechniki Slaskiej. Seria Organizacji i Zarzadzanie. 2020, Issue 149, p657-666. 10p.
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Abstract:
Purpose: The article presents the essence, characteristics and types of simulation decision games, as well as the effectiveness of their use in academic conditions in ...
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