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Academic Journal

Evaluation of Gamified Training A Solomon Four-Group Analysis of the Impact of Gamification on Learning Outcomes.

Subjects: *GAMIFICATION; *LEARNINGINDIA

  • Source: TechTrends: Linking Research & Practice to Improve Learning. Sep2021, Vol. 65 Issue 5, p750-759. 10p.

  • Abstract: Gamification is the application of game elements to non-game contexts. The process of gamification has been found ... Copyright of TechTrends: Linking Research & Practice to Improve Learning is the property of Springer Nature and its content may not ...

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Academic Journal

An empirical study on the impact of learning theory on gamification-based training programs.

Subjects: *Empirical research; Gamification; Self-determination theoryBengaluru (India); India

  • Source: Organization Management Journal (Emerald Publishing ). 2022, Vol. 19 Issue 5, p170-188. 19p.

  • Abstract: This study aims to investigate gamification-based training program through the lens of self-determination theory and in the context of corporate ...

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Academic Journal

Is Game-Based Pedagogy Just a Fad? A Self-Determination Theory Approach to Gamification in Higher Education

Subjects: Game Based Learning; Self Determination; Higher EducationIndia

  • Source: International Journal of Educational Management, v36 n3 p341-356 2022.

  • Abstract: Purpose: The purpose of this paper is to design and incorporate gamebased pedagogy grounded in self-determination theory (SDT) for a higher education course in a ... As Provided

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Academic Journal

Research Landscape of Smart Education: A Bibliometric Analysis

Subjects: Electronic Learning; Artificial Intelligence; Technology Uses in EducationUnited States; China; South Korea

  • Source: Interactive Technology and Smart Education, v19 n1 p3-19 2022.

  • Abstract: Purpose: This paper aims to present a comprehensive review of the present state and trends of smart education research. It addresses the need to have ... As Provided

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Academic Journal

The Pros and Cons of Virtual Learning in India: An Insight During 'Covid Lockdown'.

Subjects: *COVID-19; *Stay-at-home orders; Virus diseasesIndia

  • Source: Adhyayan: A Journal of Management Sciences. Jun2020, Vol. 10 Issue 1, p8-13. 6p.

  • Abstract: An invisible entity, through naked eyes, the Virus, the pandemic (as WHO puts it), named Covid19 (or Corona Virus Disease) has created an environment of ...

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News

Healthcare Gamification Market to Reach USD 6094 Million by 2028 at a CAGR of 31% | Valuates Reports

Subjects: United Kingdom; United States of America; IndiaValuates Reports

  • Source: PR Newswire US. 05/11/2022.

  • Abstract: BANGALORE, India, May 11, 2022 /PRNewswire/ -- The Global Healthcare Gamification Market is Segmented by Type (Enterprise-Based Solutions, Consumer-Based ...

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News

Game-Based Learning Market to Reach USD 18120 Million by 2028 at a CAGR of 17.3% | Valuates Reports

Subjects: India; United Kingdom; United States of AmericaValuates Reports

  • Source: PR Newswire US. 03/21/2022.

  • Abstract: BANGALORE, India, March 21, 2022 /PRNewswire/ -- The Global Game Based Learning Market is Segmented by Type (E-

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Academic Journal

Psychological Antecedents of Engagement in Business Education: A Study of Indian B-School Students.

Subjects: *Business education; *Business students; Self-determination theoryIndia

  • Source: South Asian Journal of Management. Apr-Jun2022, Vol. 29 Issue 2, p7-36. 30p.

  • Abstract: Engagement in school refers to "constructive, focused, enthusiastic participation in the activities of classroom learning (Skinner, Kindermann and Furrer, 2009)." The intention ...

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Periodical

Making Learning Sticky.

Subjects: *Business development; *Employee training; *Industrial managementIndia

  • Source: Human Capital. May2017, Vol. 20 Issue 12, p57-59. 3p.

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Periodical

Optum Global Solutions India.

Subjects: Learning; Virtual reality; Human anatomyIndia

  • Source: TD: Talent Development. Oct2019, Vol. 73 Issue 10, p48-48. 1/2p.

  • Abstract: The capability development team diversified the learning ecosystem to enable progressive learning. Through the internal crowdsourced video ...

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