Item request has been placed!
×
Item request cannot be made.
×

Processing Request
Item request has been placed!
×
Item request cannot be made.
×

Processing Request
-
Source:
International Journal of Emerging Technologies in Learning; 2022, Vol. 17 Issue 8, p32-41, 10p
Record details
-
Source:
Education Research International; 11/20/2021, p1-21, 21p
Record details
-
Source:
Education Research International; 4/6/2022, p1-10, 10p
Record details
-
Source:
European Journal of Contemporary Education; 2021, Issue 4, p987-1002, 16p
Record details
Subjects: *GAMIFICATION; *LITERATURE reviews; *FOREIGN language education
-
Source:
Romanian Journal for Multidimensional Education / Revista Romaneasca pentru Educatie Multidimensionala. Jun2021, Vol. 13 Issue 2, p559-577. 19p.
-
Abstract:
It can be seen that emerging technology has positively affected learning in several aspects. Recently gamification has ... Copyright of Romanian Journal for Multidimensional Education / Revista Romaneasca pentru Educatie Multidimensionala is the property of Lumen Publishing House and its content may not ...
Record details
-
Source:
Journal of E-Learning & Knowledge Society; 2021, Vol. 17 Issue 3, p89-100, 12p
Record details
-
Source:
GIST: Education & Learning Research Journal; Jan-Jun2020, Issue 20, p171-188, 18p
Record details
-
Source:
Technology, Knowledge & Learning; Mar2022, Vol. 27 Issue 1, p119-138, 20p
Record details
-
Source:
Educational Psychology Review; Mar2020, Vol. 32 Issue 1, p77-112, 36p, 1 Diagram, 8 Charts, 1 Graph
Record details
-
Source:
International Journal of Emerging Technologies in Learning; 2020, Vol. 15 Issue 7, p132-140, 9p, 1 Diagram, 2 Charts
Record details
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
Subjects: *TEACHING methods; *GAMIFICATION; *AFFECT (Psychology)
-
Source:
Scientia et Technica. mar2022, Vol. 27 Issue 1, p7-14. 8p.
-
Abstract:
The contemporary methodologies are focused in the students, who, in engineering programs, many times they are unmotivated by the lack of integration of practical content ... Las metodologías contemporáneas están enfocadas en los estudiantes, quienes, en carreras de ingeniería, muchas veces se ven desmotivados por la falta ... Copyright of Scientia et Technica is the property of Scientia et Technica and its content may not be copied or emailed to multiple sites ...
Record details
Subjects: Computer Games; Teaching Methods; Learning Strategies
-
Source:
GIST Education and Learning Research Journal, n20 p171-188 Jan-Jun 2020. 18 pp.
-
-
Abstract:
This article is the result of the SGI 2174 project. Its objective is to identify how elements, techniques and mechanics game (gamification) ... As Provided
Record details
-
Source:
International Journal of Emerging Technologies in Learning; 2020, Vol. 15 Issue 2, p112-126, 15p
Record details
-
Source:
Research & Practice in Technology Enhanced Learning; 2/17/2022, Vol. 17 Issue 1, p1-23, 23p
Record details
-
Source:
Proceedings of the International Conference on e-Learning; 2018, p70-76, 7p
Record details
-
Source:
Education & Information Technologies; Apr2022, Vol. 27 Issue 3, p3833-3866, 34p
Record details
-
Source:
eLearning & Software for Education; 2020, Vol. 2, p519-525, 7p
Record details
-
Source:
Research in Learning Technology; 2019, Vol. 27, p1-17, 17p
Record details
-
Source:
Proceedings of the European Conference on e-Learning; 2018, p489-496, 8p
Record details
-
Source:
Journal of E-Learning & Knowledge Society; Sep2015, Vol. 11 Issue 3, p13-21, 9p
Record details
-
Source:
Proceedings of the European Conference on Games Based Learning; 2018, p91-98, 8p
Record details
-
Source:
Education Sciences; Mar2018, Vol. 8 Issue 1, p25, 13p
Record details