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Academic Journal

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

Subjects: *GAMIFICATIONINDIA

  • 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

Utilization of Game based learning to improve engagement of undergraduate medical students studying Community Medicine during Lockdown - COVID-19 pandemic: A cross sectional study.

Subjects: *MEDICAL students; *COVID-19 pandemic; *PROBLEM-based learningINDIA

  • Source: Pravara Medical Review. Jun2023, Vol. 15 Issue 2, p5-10. 6p.

  • Abstract: Background: Suspension of routine classroom teaching & clinics during COVID-19 pandemic posed a challenge for medical teachers. Online classes alone, during lockdown may fail to garner ... Copyright of Pravara Medical Review is the property of Pravara Institute of Medical Sciences and its content may not be copied or emailed to ...

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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

Reinvent the Classroom: Educators Unleash Student Innovation and Creative Talent

Subjects: Educational Innovation; Educational Technology; Technology Uses in EducationIndia; Sweden; United States

  • Source: Childhood Education, v99 n2 p52-59 2023.

  • Abstract: In the wake of all that educators are navigating these days, they've proven to be not only resilient, but also innovative. They continue intentionally finding ... As Provided

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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

Post-Covid Challenges and Innovations with Hybrid Pedagogy: A Study of B-Schools in the State of Odisha, India.

Subjects: *COVID-19 pandemic; *Business students; *COVID-19Odisha (India); India

  • Source: South Asian Journal of Management. Apr-Jun2023, Vol. 30 Issue 2, p24-43. 20p.

  • Abstract: This paper focuses on the various factors posing challenges to business schools while adopting digital methods not only for teaching but also for other ancillary ...

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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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Academic Journal

ANALYSING THE IMPACT OF STUDENT HEALTH POST COVID-19 PANDEMIC AND PROVIDING A SOLUTION USING DIGITAL TECHNOLOGIES.

Subjects: *COVID-19 pandemic; Student health; Digital technologyIndia

  • Source: Asia Pacific Journal of Health Management. 2023, Vol. 18 Issue 2, p1-7. 7p.

  • Abstract: COVID-19 has created enormous uncertainty into important parts of national and global society, including schools and institutions. This uncertainty had halted the normal functioning of ...

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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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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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