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Dissertation/ Thesis

Integrating Gamification into Mathematics Instruction: A Qualitative Exploratory Case Study on the Perceptions of Teachers at the Fourth and Fifth Grade Level

Subjects: Game Based Learning; Educational Games; Mathematics InstructionNorth Carolina

  • Source: Online Submission, Ed.D. Dissertation, William Howard Taft University. 165 pp.

  • Abstract: The purpose of this qualitative exploratory case study was to garner knowledge on how teachers perceive the effects of gamification on ... As Provided

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Academic Journal

Use of Marketing and Gamification to Promote Participation in Extracurricular Experiences Focused on Transferable Skill Development

Subjects: College Programs; Skill Development; Transfer of TrainingNorth Carolina

  • Source: Journal of Applied Learning in Higher Education, v8 p41-58 Fall 2019. 18 pp.

  • Abstract: The DegreePlus program at Western Carolina University is a newly developed initiative to help students develop transferable skills, including professionalism, cultural responsiveness, leadership and teamwork, ... As Provided

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News

LEO Learning Named on 2019 Training Industry Top 20 Gamification Companies List

Subjects: North CarolinaLEO Learning

  • Source: PR Newswire US. 07/25/2019.

  • Abstract: RALEIGH, N.C., July 25, 2019 /PRNewswire-PRWeb/ -- LEO Learning, the market leader in innovative digital learning solutions, has ...

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News

Game on: Ally leans into gamification to combat falling financial literacy rates

Subjects: North CarolinaAlly Financial

  • Source: PR Newswire US. 10/26/2020.

  • Abstract: CHARLOTTE, N.C., Oct. 26, 2020 /PRNewswire/ -- Only a third of Americans can answer four out of five basic financial questions, down from 42 percent 10 years earlier, ...

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News

GamEffective unveils gLearn - an eLearning Engagement Platform

Subjects: North CarolinaGamEffective

  • Source: PR Newswire US. 11/15/2016.

  • Abstract: CHARLOTTE, N.C., Nov. 15, 2016 /PRNewswire/ -- GamEffective, a leader in Employee Engagement Platforms, announced today the release of gLearn, a Gamified eLearning Experience Platform. GameLearn ...

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Academic Journal

A Contextual Approach to Inform a Mobile Health Application for Adolescent Health.

Subjects: *MOBILE health; *MOBILE apps; *ADOLESCENT healthNORTH Carolina

  • Source: Journal of Child & Family Studies. Dec2020, Vol. 29 Issue 12, p3420-3432. 13p. 1 Black and White Photograph, 1 Diagram, 1 Chart.

  • Abstract: Adolescents from rural, resource poor regions of the United States have disproportionately higher rates of drug and alcohol misuse, which may lead to increased sexual ... Copyright of Journal of Child & Family Studies is the property of Springer Nature and its content may not be copied or emailed to multiple ...

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News

iSolved to add robust learning management system to its HCM platform

Subjects: North CarolinaiSolved

  • Source: PR Newswire US. 04/25/2018.

  • Abstract: CHARLOTTE, N.C., April 25, 2018 /PRNewswire/ -- iSolved HCM will add a robust new learning management system (LMS) to its human capital ...

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News

Santillana's WeMaths Primary Program Now Reports Quantile Measures From MetaMetrics

Subjects: North Carolina; MexicoMetaMetrics

  • Source: PR Newswire US. 09/28/2021.

  • Abstract: DURHAM, N.C. and MEXICO CITY, Sept. 28, 2021 /PRNewswire-PRWeb/ -- WeMaths©, an engaging program for primary students from Santillana, will now report Quantile® measures, making it ...

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Periodical

Harnessing the power of game dynamics.

Subjects: *EDUCATIONAL games; *ACADEMIC libraries; *HIGHER educationRALEIGH (N.C.); NORTH CarolinaNORTH Carolina State University

  • Source: College & Research Libraries News. Sep2012, Vol. 73 Issue 8, p465-469. 5p.

  • Abstract: The article explores the application of gamification in the academic library setting. The 2012 Horizon Report has forecasted that higher education will ...

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News

Free SAS educational app generates money for UN sustainability goals while students learn, and is available in App Store

Subjects: North CarolinaSAS ; ISTE 2019

  • Source: PR Newswire US. 06/25/2019.

  • Abstract: CARY, N.C., June 25, 2019 /PRNewswire/ -- What if a high school student, concerned about poverty, could generate money for that cause simply by studying it? ...

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  • 1-10 of  15 results for "Gamification in learning"