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Academic Journal

Gamification as an Engagement Tool in E-Learning Websites

Subjects: Educational Technology; Electronic Learning; Learner EngagementBrazil; United States; Germany

  • Source: Journal of Information Technology Education: Research, v19 p833-854 2020. 22 pp.

  • Abstract: Aim/Purpose: As e-Learning becomes increasingly pervasive, students' engagement in online settings emerges as a central challenge, as it is ... As Provided

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Academic Journal

Gamification in Science Education: Gamifying Learning of Microscopic Processes in the Laboratory

Subjects: Science Instruction; Science Laboratories; Science EducationAustralia

  • Source: Contemporary Educational Technology, v7 n2 p138-159 2016. 22 pp.

  • Abstract: Understanding and trouble-shooting microscopic processes involved in laboratory tests are often challenging for students in science education because of the inability to visualize the different ... As Provided

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Academic Journal

Improving Learning Experiences through Gamification: A Case Study

Subjects: Foreign Countries; Educational Games; Undergraduate StudyAustralia

  • Source: Australian Educational Computing, v30 n1 2015. 21 pp.

  • Abstract: Gamified learning systems are becoming increasingly common within educational institutions, however there is a lack of understanding on the elements of As Provided

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Academic Journal

Case Study: Blended Learning Approach in Pool Lifeguard Training.

Subjects: Blended learning; Cardiopulmonary resuscitation; LifeguardsAustralia

  • Source: International Journal of Advanced Corporate Learning. 2020, Vol. 13 Issue 3, p15-25. 11p.

  • Abstract: The Pool Lifeguard Skill Set (SISSS00111), recognized across Australia, is targeted at those that wish to be professionally certified as a ...

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Periodical

CONFERENCE DELEGATE DIGEST.

Subjects: *Employee training; *Customization; *Conferences & conventionsAustraliaPaine, Nigel; Jarche, Harold

  • Source: Training & Development (1839-8561). Jun2014, Vol. 41 Issue 3, p22-25. 4p.

  • Abstract: The article offers information on the 2014 Australian Institute of Training and Development AITD Conference held in May 2014 in Australia. Topics discussed ...

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Academic Journal

Development and evaluation of 'Pure Rush': An online serious game for drug education.

Subjects: *DRUG abuse education; *INTERNET games; *DRUG abuse preventionAUSTRALIA

  • Source: Drug & Alcohol Review. Apr2018 Supplement S1, Vol. 37, pS420-S428. 9p. 1 Color Photograph, 1 Chart, 3 Graphs.

  • Abstract: Introduction and Aims: Learning is most effective when it is active, enjoyable and incorporates feedback. Past research demonstrates that ... Copyright of Drug & Alcohol Review is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites or posted ...

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Conference

Proceedings of the International Conferences on Internet Technologies & Society (ITS), Education Technologies (ICEduTECH), and Sustainability, Technology and Education (STE) (Melbourne, Australia, December 6-8, 2016)

Subjects: Conferences (Gatherings); Foreign Countries; InternetAustralia; Costa Rica; CroatiaRosenberg Self Esteem Scale

  • Source: International Association for Development of the Information Society. 395 pp.

  • Abstract: These proceedings contain the papers and posters of the International Conferences on Internet Technologies & Society (ITS 2016), Educational Technologies (ICEduTech 2016) and Sustainability, Technology and Education (STE 2016), ... ERIC

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Report

Research Messages 2016

Subjects: Vocational Education; Research Reports; Educational ResearchAustralia; Germany

  • Source: National Centre for Vocational Education Research (NCVER). 59 pp.

  • Abstract: The "Research messages" annual series presents a summary of the research-focused reports produced by the National Centre for Vocational Education Research (NCVER) each year. In ... ERIC

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Academic Journal

Investigating the Role of Minecraft in Educational Learning Environments

Subjects: Robotics; Information Technology; Electronic LearningAustralia

  • Source: Educational Media International, v53 n4 p244-260 2016. 17 pp.

  • Abstract: This research paper identifies the way in which Minecraft Edu can be used to contribute to the teaching and learning of ... As Provided

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Academic Journal

A Gamification Design for the Classroom

Subjects: Educational Technology; Technology Uses in Education; Educational GamesAustralia

  • Source: Interactive Technology and Smart Education, v15 n1 p28-45 2018. 18 pp.

  • Abstract: Purpose: The research described here presents an approach to gamification for the classroom. The purpose of this paper is to determine ... As Provided

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