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Academic Journal

Personalized Gamification for Learning: A Reactive Chatbot Architecture Proposal.

Subjects: *INDIVIDUALIZED instruction; *CHATBOTS; *MACHINE learning

  • Source: Sensors (14248220). Jan2023, Vol. 23 Issue 1, p545. 18p.

  • Abstract: A key factor for successfully implementing gamified learning platforms is making students interact with the system from multiple digital platforms. Copyright of Sensors (14248220) is the property of MDPI and its content may not be copied or emailed to multiple sites or posted to a ...

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Academic Journal

Using MOOC and Gamification Hybrid Learning Models in Rural Public Schools in Thailand

Subjects: Foreign Countries; MOOCs; Public SchoolsThailand

  • Source: Journal of Educators Online, v19 n3 Sep 2022.

  • Abstract: This study investigates the effectiveness and knowledge retention of elearning models that could solve education problems in rural areas by considering two different examples: massive ... As Provided

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Academic Journal

Effects of Gamification in English Language Learning: The Implementation of "Winner English" in Secondary Education in Thailand

Subjects: Gamification; English (Second Language); Second Language LearningThailand

  • Source: LEARN Journal: Language Education and Acquisition Research Network, v15 n2 p830-857 Jul-Dec 2022.

  • Abstract: Accessing quality resources for English learning is an urgent pedagogical issue due to the lack of English teachers in Thailand. To ... As Provided

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Academic Journal

Effectiveness of a Gamification Application in Learning Mandarin as a Second Language

Subjects: Mandarin Chinese; Diaries; Comparative AnalysisMalaysia

  • Source: Malaysian Journal of Learning and Instruction, v19 n2 p183-211 Jul 2022.

  • Abstract: Purpose: Gamification is an effective method to boost students' academic achievement and engagement in second language learning. ... As Provided

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Academic Journal

Hemşirelik Öğrencileri için Geliştirilen COVID-19 Oyunlaştırılmış E-Öğrenme Modülünün Geliştirilme Basamakları.

  • Source: SDU Journal of Health Science Institute / SDÜ Saglik Bilimleri Enstitüsü Dergisi. 7/1/2022, Vol. 13 Issue 3, p551-558. 8p.

  • Abstract: The interest in e-learning modules, which is one of the online teaching methods, has increased during the pandemic process. This ... Pandemi sürecinde çevrimiçi öğretim yöntemlerinden biri olan e-öğrenme modüllerine olan ilgi artmıştır. Bu makalenin amacı hemşirelik öğrencileri ... Copyright of SDU Journal of Health Science Institute / SDÜ Saglik Bilimleri Enstitüsü Dergisi is the property of Suleyman Demirel University, Health Sciences Institute ...

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Academic Journal

The Effects of Gamification Instruction on the Roles of Perceived Ease of Learning, Enjoyment, and Useful Knowledge toward Learning Attitude

Subjects: Game Based Learning; Student Attitudes; Elementary School StudentsTaiwan

  • Source: Turkish Online Journal of Educational Technology - TOJET, v21 n2 p81-91 Apr 2022.

  • Abstract: This study has separated into two stages. In the first stage, we interview with nine students and discover three crucial elements, perceived ease of As Provided

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Academic Journal

Can Gamification Assist Learning? A Study to Design and Explore the Uses of Educational Music Games for Adults and Young Learners

Subjects: Gamification; Game Based Learning; Music Education

  • Source: Journal of Educational Computing Research, v60 n8 p2015-2035 Jan 2023.

  • Abstract: The study aimed to examine the learning effects of integrating various game elements into game-based learning materials ... As Provided

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Academic Journal

Examining the Effects of Mixed and Non-Digital Gamification on Students' Learning Performance, Cognitive Engagement and Course Satisfaction

Subjects: Gamification; Academic Achievement; Cognitive Processes

  • Source: British Journal of Educational Technology, v54 n1 p394-413 Jan 2023.

  • Abstract: Gamification is typically implemented digitally. However, digital gamification is not always possible because of limited resources and ... As Provided

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Academic Journal

Technology in Action: Developing Gamification Handbook in English Teaching and Learning for the 21st Century Learners

Subjects: Technology Uses in Education; Game Based Learning; English (Second Language)Indonesia

  • Source: TESL-EJ, v26 n1 May 2022.

  • Abstract: Diffusion of digital literacy and technological practices in 21st-century learning has become a constructive force in EFL classrooms in North Bali, ... As Provided

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Academic Journal

The Use of Integrated 5Es of Inquiring-Based Learning and Gamification to Improve Grade 8 Student Science Learning Achievement

Subjects: Inquiry; Active Learning; Science InstructionThailand

  • Source: Journal of Educational Issues, v8 n1 p459-469 2022.

  • Abstract: The purposes of the study were to investigate the effectiveness of integrated 5Es of inquiring-based learning and gamificationAs Provided

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