Search Results

Filter
  • 1-10 of  66 results for "Gamification in learning"
Item request has been placed! ×
Item request cannot be made. ×
loading  Processing Request
Academic Journal

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

Subjects: Foreign Countries; Educational Strategies; GamesIndia

  • Source: TechTrends: Linking Research and Practice to Improve Learning, v65 n5 p750-759 Sep 2021. 10 pp.

  • Abstract: Gamification is the application of game elements to non-game contexts. The process of gamification has been found ... As Provided

Record details

×
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 ...

Record details

×
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-

Record details

×
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

Record details

×
News

EdTech Market Will Reach USD 230 Billion By 2028 Growing At A CAGR of 15% - Valuates Reports

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

  • Source: PR Newswire US. 03/31/2022.

  • Abstract: BANGALORE, India, March 31, 2022 /PRNewswire/ -- EdTech Market is segmented by Type - Hardware, Software, Content, by Application - Preschool, K-12, Higher ...

Record details

×
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 ...

Record details

×
Academic Journal

A family of software product lines in educational technologies.

Subjects: *Product lines; Educational technology; Adult literacyIndia

  • Source: Computing. Aug2020, Vol. 102 Issue 8, p1765-1792. 28p.

  • Abstract: Rapid advances in education domain demand the design and customization of educational technologies for a large scale and variety of evolving requirements. Here, scale is ...

Record details

×
News

eLearning Market to Reach USD 370 Billion by 2026 at a CAGR of 8.56% | Valuates Reports

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

  • Source: PR Newswire US. 05/17/2021.

  • Abstract: BANGALORE, India, May 17, 2021/PRNewswire/ -- The eLearning Industry is Segmented by Type (On-Premise eLearning, Cloud-Based eLearning), by Application (Academy, Corporate, Government). ...

Record details

×
News

Oxford Learning Lab Brings Gamification to Education

Subjects: United States of America; United Kingdom; IndiaOxford Learning Lab

  • Source: PR Newswire US. 08/02/2012.

  • Abstract: OXFORD, England, August 2, 2012 /PRNewswire/ -- [ABSTRACT FROM PUBLISHER]

Record details

×
  • 1-10 of  66 results for "Gamification in learning"