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Academic Journal

Digital Games (Gamification) in Learning and Training: An Approach to Adaptation and Integration in the Classroom

Subjects: Computer Games; Teaching Methods; Learning Strategies

  • Source: GIST Education and Learning Research Journal, n20 p171-188 Jan-Jun 2020. 18 pp.

  • Abstract: This article is the result of the SGI 2174 project. Its objective is to identify how elements, techniques and mechanics game (gamification) ... As Provided

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Academic Journal

Gamification of Learning and Teaching in Schools--A Critical Stance

Subjects: Educational Games; Computer Games; Teaching Methods

  • Source: Online Submission, seminar.net v13 n1 p35-54 2017. 20 pp.

  • Abstract: The ongoing transformation of learning and teaching is one facet of the progressing digitalization of all aspects of life. As Provided

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Academic Journal

WordBricks: Mobile Technology and Visual Grammar Formalism for Gamification of Natural Language Grammar Acquisition

Subjects: Computer Games; Computer Simulation; GrammarJapan; Ireland

  • Source: Journal of Educational Computing Research, v58 n1 p126-159 Mar 2020. 34 pp.

  • Abstract: Gamification of language learning is a clear trend of recent years. Widespread use of smartphones and the ... As Provided

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Academic Journal

What "Gamification" is and what it's not.

  • Source: European Journal of Contemporary Education; 2017, Vol. 6 Issue 2, p221-228, 8p

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Academic Journal

MUHASEBE EĞİTİMİNDE OYUNLAŞTIRMA: DİJİTAL OYUN TABANLI ÖĞRENME.

Subjects: *Schools; Educational games; Visual learning

  • Source: Muhasebe ve Vergi Uygulamalari Dergisi (MUVU) / Journal of Accounting & Taxation Studies (JATS). 2019, Vol. 12 Issue 2, p331-352. 22p.

  • Abstract: The 21st century children and youngsters who are at the center of technology and make it a part of their lives are called "digital natives" ... Teknolojinin odağında olan ve kendilerini bildikleri anda teknolojiyle tanışıp onu yaşamlarının bir parçası haline getiren 21. yy. çocukları ve genç...

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Academic Journal

Gamification Using a Choose-Your-Own-Adventure Type Platform to Augment Learning and Facilitate Student Engagement in Marketing Education.

Subjects: *Market value; Student engagement; Education marketingCalifornia

  • Source: Journal for Advancement of Marketing Education. Spring2019, Vol. 27 Issue 1, p13-30. 18p. 7 Diagrams, 5 Charts.

  • Abstract: Purpose of the Study: Gamification is the instructor's use of a game (e.g., role playing, word, adventure, trivia, puzzle, simulation, ...

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Academic Journal

Towards the Use of Gamification Frameworks in Learning Environments

Subjects: Computer Games; Student Motivation; Guidelines

  • Source: Journal of Interactive Learning Research, v30 n2 p147-165 2019. 19 pp.

  • Abstract: Gamification is an established concept to apply game elements in different contexts to engage and motivate users. GamificationAs Provided

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  • 1-10 of  376 results for "Gamification in learning"