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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

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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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

Recommendations for marathon runners: on the application of recommender systems and machine learning to support recreational marathon runners.

Subjects: *Recommender systems; Smartwatches; Instructional systems

  • Source: User Modeling & User-Adapted Interaction. Nov2022, Vol. 32 Issue 5, p787-838. 52p.

  • Abstract: Every year millions of people, from all walks of life, spend months training to run a traditional marathon. For some it is about becoming fit ...

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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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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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Periodical

DEVELOPING A DIGITAL-FIRST CULTURE.

Subjects: *Apprentices; *Videoconferencing; Digital technology

  • Source: Training Journal. Dec2018, p21-23. 3p. 2 Color Photographs.

  • Abstract: The article looks at using the power of digital to enhance learning for apprentices. Topics discussed include an initiative that created ...

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Academic Journal

"The Sugar'd Game before Thee": Gamification Revisited.

Subjects: *Libraries; Dopamine; Games

  • Source: Portal: Libraries & the Academy. Apr2016, Vol. 16 Issue 2, p311-326. 16p.

  • Abstract: Gamification, the application of game elements to nongame contexts, was recently a subject of great interest in the library literature, inspiring ...

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Academic Journal

Reinforcement Learning for Security-Aware Workflow Application Scheduling in Mobile Edge Computing.

Subjects: *Mobile computing; *Workflow; Edge computing

  • Source: Security & Communication Networks. 5/25/2021, p1-13. 13p.

  • Abstract: Mobile edge computing as a novel computing paradigm brings remote cloud resource to the edge servers nearby mobile users. Within one-hop communication range of mobile ...

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  • 1-10 of  363 results for "Gamification in learning"