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Academic Journal

Gamification as a Tool for Engaging Student Learning: A Field Experiment with a Gamified App

Subjects: Foreign Countries; College Students; Educational GamesNetherlands

  • Source: E-Learning and Digital Media, v16 n2 p92-109 Mar 2019.

  • Abstract: In this paper, we reflect on the implementation of a gamified application for helping students learn important facts about their study program. We focus on ... As Provided

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Academic Journal

Bibliometric Analysis of Game-Based Researches in Educational Research

Subjects: Bibliometrics; Game Based Learning; Educational ResearchUnited States; Taiwan; United Kingdom

  • Source: International Journal of Technology in Education, v5 n3 p499-517 2022.

  • Abstract: This research aims to conduct a bibliometric study to describe how game-based educational research is structured and how it has evolved over time. For this ... As Provided

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Academic Journal

GPP08  Presentation Time: 9:50 AM: From Learning Outcomes to Game Design: Basic Brickwork in Virtual Reality Simulation of Cervical Brachytherapy Procedures.

Subjects: *VIRTUAL reality; *EDUCATIONAL outcomes; *EDUCATIONAL gamesNETHERLANDSEPIC Games Inc.

  • Source: Brachytherapy. Nov2022 Supplement, Vol. 21 Issue 6, pS38-S39. 2p.

  • Abstract: Even before the pandemic, clinical training opportunity for brachytherapy (BT) procedures has been decreasing. In locally advanced cervix cancer (CC), this has been linked to ... Copyright of Brachytherapy is the property of Elsevier B.V. and its content may not be copied or emailed to multiple sites or posted ...

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How MISSION BERLIN Gamified My FL/L2-German Class -- A Six-Week Journey

Subjects: Second Language Instruction; Secondary School Students; Educational GamesNetherlands

  • Source: Research-publishing.net, Paper presented at the EUROCALL 2018 Conference (26th, Jyväskylä, Finland, 2018).

  • Abstract: This paper contributes to a better understanding of the affordances of gamification in Foreign or Second Language (FL/L2) education, specifically ... As Provided

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Report

MISSION BERLIN -- A Mobile Gamified Exploration of a New Educational Landscape

Subjects: Computer Games; Second Language Learning; Second Language InstructionGermany (Berlin); Netherlands

  • Source: Research-publishing.net.

  • Abstract: Although the use of games and game elements other than pure entertainment has been studied in several academic fields, studies on completely gamified courses for ... As Provided

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Academic Journal

Fifteen simulated patient working formats to use in communication skills training: Report of a survey.

Subjects: *SIMULATED patients; *MEDICAL students; *CURRICULUMBELGIUM; NETHERLANDS

  • Source: Medical Teacher. Dec2021, Vol. 43 Issue 12, p1391-1397. 7p.

  • Abstract: Simulated and standardized patients (SPs) are increasingly being used in communication skills training for healthcare professionals' education. Despite this broad use of SPs, there is ... Copyright of Medical Teacher is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites or ...

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News

CLASSERA CLOSES ONE OF THE LARGEST EDTECH SERIES A GLOBALLY, A $40M ROUND LED BY SANABIL

Subjects: Bahrain; Iraq; PalestineClassera

  • Source: PR Newswire US. 10/27/2022.

  • Abstract: SAN FRANCISCO, Oct. 27, 2022 /PRNewswire/ -- Classera, a global edutech e-learning company focused on emerging markets, has successfully raised $40 million in ...

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News

Turito, a disruptive e-learning platform, launches its services Globally

Subjects: Austria; Belgium; FranceTurito

  • Source: PR Newswire US. 11/11/2020.

  • Abstract: ATLANTA, Nov. 11, 2020 /PRNewswire/ -- Turito, a revolutionary e-learning platform that offers hyper-personalized learning experience to students, ...

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Academic Journal

Layering risk work amidst an emerging crisis: an ethnographic study on the governance of the COVID-19 pandemic in a university hospital in the Netherlands.

Subjects: *MEETINGS; *ACADEMIC medical centers; *INTERVIEWINGNETHERLANDS

  • Source: Health, Risk & Society. Apr-Jun2021, Vol. 23 Issue 3/4, p111-127. 17p. 1 Black and White Photograph.

  • Abstract: The start of the COVID-19 pandemic early 2020 has confronted healthcare sectors with risks and uncertainties on an unprecedented scale in recent history. Healthcare organisations faced ... Copyright of Health, Risk & Society is the property of Routledge and its content may not be copied or emailed to multiple sites or posted ...

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News

Kaizo Raises $3 Million to Accelerate Customer Support Productivity Leveraging Gamification and Artificial Intelligence for Agents Worldwide

Subjects: Netherlands; United States of AmericaKaizo

  • Source: PR Newswire US. 03/26/2020.

  • Abstract: AMSTERDAM, March 26, 2020 /PRNewswire/ -- Dutch startup Kaizo, formerly known as Ticketless, today announces a $3 million seed round led by Gradient Ventures, Google's AI-focused venture fund, ...

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  • 1-10 of  23 results for "Gamification in learning"