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Source:
International Journal of Emerging Technologies in Learning; 2022, Vol. 17 Issue 8, p32-41, 10p
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Education Research International; 11/20/2021, p1-21, 21p
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Education Research International; 4/6/2022, p1-10, 10p
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European Journal of Contemporary Education; 2021, Issue 4, p987-1002, 16p
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Subjects: *GAMIFICATION; *LITERATURE reviews; *FOREIGN language education
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Romanian Journal for Multidimensional Education / Revista Romaneasca pentru Educatie Multidimensionala. Jun2021, Vol. 13 Issue 2, p559-577. 19p.
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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 ...
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Journal of E-Learning & Knowledge Society; 2021, Vol. 17 Issue 3, p89-100, 12p
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GIST: Education & Learning Research Journal; Jan-Jun2020, Issue 20, p171-188, 18p
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Technology, Knowledge & Learning; Mar2022, Vol. 27 Issue 1, p119-138, 20p
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Educational Psychology Review; Mar2020, Vol. 32 Issue 1, p77-112, 36p, 1 Diagram, 8 Charts, 1 Graph
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International Journal of Emerging Technologies in Learning; 2020, Vol. 15 Issue 7, p132-140, 9p, 1 Diagram, 2 Charts
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Subjects: Foreign Countries; Educational Strategies; GamesIndia
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TechTrends: Linking Research and Practice to Improve Learning, v65 n5 p750-759 Sep 2021. 10 pp.
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Abstract:
Gamification is the application of game elements to non-game contexts. The process of gamification has been found ... As Provided
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Subjects: *TEACHING methods; *GAMIFICATION; *AFFECT (Psychology)
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Scientia et Technica. mar2022, Vol. 27 Issue 1, p7-14. 8p.
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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 ...
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Subjects: Computer Games; Teaching Methods; Learning Strategies
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GIST Education and Learning Research Journal, n20 p171-188 Jan-Jun 2020. 18 pp.
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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
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International Journal of Emerging Technologies in Learning; 2020, Vol. 15 Issue 2, p112-126, 15p
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Research & Practice in Technology Enhanced Learning; 2/17/2022, Vol. 17 Issue 1, p1-23, 23p
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Proceedings of the International Conference on e-Learning; 2018, p70-76, 7p
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Education & Information Technologies; Apr2022, Vol. 27 Issue 3, p3833-3866, 34p
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eLearning & Software for Education; 2020, Vol. 2, p519-525, 7p
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Research in Learning Technology; 2019, Vol. 27, p1-17, 17p
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Proceedings of the European Conference on e-Learning; 2018, p489-496, 8p
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Journal of E-Learning & Knowledge Society; Sep2015, Vol. 11 Issue 3, p13-21, 9p
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Proceedings of the European Conference on Games Based Learning; 2018, p91-98, 8p
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Education Sciences; Mar2018, Vol. 8 Issue 1, p25, 13p
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European Journal of Contemporary Education; 2017, Vol. 6 Issue 2, p221-228, 8p
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Subjects: Electronic Learning; Educational Games; History Instruction
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International Association for Development of the Information Society, Paper presented at the International Association for Development of the Information Society (IADIS) International
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Abstract:
Engagement and motivation are ones of the main factors that impact the student performance during a learning process. The reason why, ... As Provided
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Proceedings of the European Conference on Games Based Learning; 2017, p515-522, 8p
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International Journal of Emerging Technologies in Learning; 2015, Vol. 10 Issue 2, p30-34, 5p, 6 Charts
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Subjects: *GAMIFICATION; *COLLABORATIVE learning; *ELECTRONIC games
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Source:
Mathematics & Informatics. 2020, Vol. 63 Issue 5, p471-483. 13p.
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Abstract:
Gamification is a widely accepted approach aimed at increasing the learner’s motivation. The paper presents a study on Copyright of Mathematics & Informatics is the property of Az Buki National Publishing House and its content may not be copied or emailed to multiple ...
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Journal of Higher Education Theory & Practice; 2014, Vol. 14 Issue 3, p9-19, 11p
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Subjects: *GAMIFICATION; *CLASSROOMS; *EDUCATIONAL games
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BRAIN: Broad Research in Artificial Intelligence & Neuroscience. Jul2017, Vol. 8 Issue 2, p56-62. 7p. 3 Charts, 1 Graph.
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Abstract:
The aim of the current work is to assess the challenges that gamification in education are facing nowadays. Benefits and disadvantages ... Copyright of BRAIN: Broad Research in Artificial Intelligence & Neuroscience is the property of Lumen Publishing House and its content may not be copied or ...
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Campus Virtuales; oct2018, Vol. 7 Issue 2, p9-25, 17p
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Ubiquitous Learning: An International Journal; Mar2019, Vol. 12 Issue 1, p55-70, 16p
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International Journal of Innovation & Learning; 2018, Vol. 24 Issue 2, p115-137, 23p
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Subjects: Gamification; Student engagement; Academic motivation
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Journal of Information Systems Education. Fall2014, Vol. 25 Issue 3, p233-244. 12p. 8 Charts, 10 Graphs.
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Abstract:
Games offer people engaging and motivating experiences. The process of recreating this type of experience in systems that are not typically considered games is called "
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Education & Information Technologies; May2020, Vol. 25 Issue 3, p1723-1742, 20p
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Subjects: *GAMIFICATION; *ONLINE education; *LABOR courtsBRAZIL
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Eccos - Revista Científica. mai-ago2018, Issue 46, p171-190. 20p.
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Abstract:
This paper is part of a master's thesis which dealt with implementation of gamification in an online course offered by Judicial ... Este artigo é parte da pesquisa feita para uma dissertação de mestrado sobre implementação de gamificação em um curso on-line oferecido pela Escola ... Copyright of Eccos - Revista Científica is the property of Eccos - Revista Científica and its content may not be copied or ...
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Journal of Educational Sciences & Practices; Jun2015, Vol. 14 Issue 27, p83-102, 20p
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Journal of Educational Computing Research; Mar2020, Vol. 58 Issue 1, p126-159, 34p, 4 Color Photographs, 8 Diagrams, 4 Charts, 1 Graph
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Computers in Human Behavior; Aug2021, Vol. 121, pN.PAG-N.PAG, 1p
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Industrie 4.0 Management : Gegenwart und Zukunft industrieller Geschäftsprozesse. 2019, Vol. 35 Issue 2, p13-17. 5p.
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The digitalisation of the working world leads to the need and at the same time to the possibility of qualifying employees in a context- oriented, ... Die Digitalisierung der Arbeitswelt führt zu dem Bedarf und zugleich zu der Möglichkeit, Mitarbeiter kontextorientiert, individuell und arbeitsprozessnah zu qualifizieren. Die Herausforderung in ...
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eLearning & Software for Education; 2013, Issue 2, p67-72, 6p, 2 Illustrations
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eLearning & Software for Education; 2015, Issue 2, p94-101, 8p
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Journal of Interactive Learning Research; 2019, Vol. 30 Issue 2, p147-165, 19p
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