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Academic Journal

The gamification of risk: how health apps foster self-confidence and why this is not enough.

  • Source: Health, Risk & Society. Oct-Nov2015, Vol. 17 Issue 7/8, p477-494. 18p. 1 Chart.

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Periodical

Turning Students Into Readers With the LightSail Literacy Platform.

Subjects: Academic achievement; Learning strategies; Literacy

  • Source: Information Today. Jun2017, Vol. 34 Issue 5, p9-9. 1p.

  • Abstract: The article discusses the benefits of the Light- Sail literacy platform for readers in grades K–12. The platform aims to make all books entertaining and ...

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Academic Journal

Mobile learning: research context, methodologies and future works towards middle-aged adults – a systematic literature review.

Subjects: Mobile learning; Middle-aged persons; Older people

  • Source: Multimedia Tools & Applications. Mar2023, Vol. 82 Issue 7, p11117-11143. 27p.

  • Abstract: Over the past several years, mobile learning concepts have changed the way people perceived on mobile devices and technology in the

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Academic Journal

Gamification narrative design as a predictor for mobile fitness app user persistent usage intentions: a goal priming perspective.

Subjects: Mobile apps; Gamification; Intention

  • Source: Enterprise Information Systems. Dec 2021, Vol. 15 Issue 10, p1501-1545. 45p.

  • Abstract: Many users fail to stick to the use of mobile fitness apps. As a key element of gamification mechanisms, effective

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Academic Journal

Gamification in Mindfulness Mobile Applications: The Effects of Rewards on Purchase Intention.

Subjects: Mobile apps; Reward (Psychology); Gamification

  • Source: Optimum: Journal of Economics & Management Sciences / Ekonomi ve Yönetim Bilimleri Dergisi. Winter2023, Vol. 10 Issue 1, p125-142. 18p.

  • Abstract: Technology's widespread use has sparked interest in how mobile applications might enhance human wellbeing. In the digitalized environment, gamification has been ... Teknolojinin yaygın kullanımı, mobil uygulamaların insan refahını geliştirmesine yönelik ilgiyi artırmaktadır. Dijitalleşen dünyada, oyunlaştı...

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Periodical

Winning Ways to Gamify Your Library Services.

Subjects: *Databases; Academic libraries; Games

  • Source: Computers in Libraries. Nov2016, Vol. 36 Issue 9, p12-15. 4p. 4 Color Photographs.

  • Abstract: The article presents the author views over incorporation of gamification in several institutional libraries. Topics discussed include improvement of user experience ...

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Academic Journal

Strong tie or weak tie? Exploring the impact of group-formation gamification mechanisms on user emotional anxiety in social commerce.

Subjects: *Analysis of variance; *Multivariate analysis; *Marketing

  • Source: Behaviour & Information Technology. Sep2022, Vol. 41 Issue 11, p2294-2323. 30p. 2 Diagrams, 11 Charts, 2 Graphs.

  • Abstract: Customers can raise various aspects of concerns and anxieties during their participation in gamified social mobile marketing campaigns. To gain insights into how to address ...

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Academic Journal

Mobile and emerging learning technologies: are we ready?

Subjects: Mobile learning; Telephone calls; Higher education

  • Source: Educational Media International. Sep2020, Vol. 57 Issue 3, p233-252. 20p.

  • Abstract: Several learning technologies have been explored in higher education around the world. Learning has become more mobile, ...

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Academic Journal

Enhancing workplace competence acquisition through a persuasive system.

Subjects: *Career development; *Competitive advantage in business; Mobile apps

  • Source: Information Systems & e-Business Management. Dec2022, Vol. 20 Issue 4, p819-846. 28p. 1 Color Photograph, 1 Illustration, 4 Diagrams, 1 Chart, 3 Graphs.

  • Abstract: The continuous development of individual competences is a fundamental instrument for organizations aiming to achieve long-term competitive advantage. Digital technologies can play a pivotal role ...

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Periodical

The motivational power of mobile gamified exercise apps.

Subjects: *Mobile banking industry; Physical fitness mobile apps; Motivation (Psychology)Fitbit Inc.

  • Source: Cuadernos de Gestión. 2023, Vol. 23 Issue 2, p21-36. 16p.

  • Abstract: This study analyses how gamification motivates users of gamified mobile exercise apps and enhances their health. Data from 276 Fitbit users were ... Este estudio analiza cómo la gamificación motiva a los usuarios de aplicaciones móviles gamificadas de deporte y mejora su salud. Se analizaron ...

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  • 1-10 of  428 results for "Gamification in learning"