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Academic Journal

Methodological Standards in Accessibility Research on Motor Impairments: A Survey.

Subjects: *Computer science

  • Source: ACM Computing Surveys. Jul2023, Vol. 55 Issue 7, p1-35. 35p.

  • Abstract: The design and evaluation of accessibility technology is a core component of the computer science landscape, aiming to ensure that digital innovations are accessible to ...

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Academic Journal

Anter: Ant research institute – Three iterations of testing to develop an ant world in the palm of the hand.

Subjects: *PALMS; *STUDENT engagement; *GAMIFICATION

  • Source: Computers & Education. Jun2023, Vol. 198, pN.PAG-N.PAG. 1p.

  • Abstract: Given the newly reformed recommendations calling for students' engagement in scientific practices, we developed a learning game, entitled Anter: Ant Research ... Copyright of Computers & Education is the property of Pergamon Press - An Imprint of Elsevier Science and its content may not be copied or ...

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Academic Journal

A Survey on Task Assignment in Crowdsourcing.

Subjects: *Crowdsourcing; *Workflow

  • Source: ACM Computing Surveys. Apr2023, Vol. 55 Issue 3, p1-35. 35p.

  • Abstract: Quality improvement methods are essential to gathering high-quality crowdsourced data, both for research and industry applications. A popular and broadly applicable method is task assignment ...

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Academic Journal

Survey of Approaches for Postprocessing of Static Analysis Alarms.

Subjects: *Database searching; Alarms

  • Source: ACM Computing Surveys. Apr2023, Vol. 55 Issue 3, p1-39. 39p.

  • Abstract: Static analysis tools have showcased their importance and usefulness in automated detection of defects. However, the tools are known to generate a large number of ...

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Academic Journal

Impacts of Mobile-Game-Based Collaborative Prewriting on EFL Students' Individual Writing in Student-Centered Class Context.

  • Source: Asia-Pacific Education Researcher (Springer Science & Business Media B.V.); Apr2023, Vol. 32 Issue 2, p227-238, 12p, 1 Diagram, 7 Charts

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Academic Journal

Efficacy of an Adaptive Game-Based Math Learning App to Support Personalized Learning and Improve Early Elementary School Students' Learning.

Subjects: *SCHOOL children; *STUDENT engagement; *GAMIFICATION

  • Source: Early Childhood Education Journal. Apr2023, Vol. 51 Issue 4, p717-732. 16p. 1 Diagram, 3 Charts, 3 Graphs.

  • Abstract: This study investigates whether using My Math Academy, which provides personalized content and adaptive embedded assessments to support existing curricula, can improve ... Copyright of Early Childhood Education Journal is the property of Springer Nature and its content may not be copied or emailed to multiple sites ...

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Academic Journal

Ready Coder One: Collaborative Game Design-Based Learning on Gifted Fourth Graders' 21st Century Skills.

  • Source: Gifted Child Today; Apr2023, Vol. 46 Issue 2, p84-107, 24p, 4 Illustrations, 3 Charts

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Academic Journal

Playful work design: Conceptualization, measurement, and validity.

Subjects: *Affinity groups; *Self-evaluation; *Job involvement

  • Source: Human Relations. Apr2023, Vol. 76 Issue 4, p509-550. 42p.

  • Abstract: In three different studies, we challenge the traditional view that work and play are mutually exclusive phenomena. We introduce the concept of playful work design – ...

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Academic Journal

Negative effects of gamification in education software: Systematic mapping and practitioner perceptions.

Subjects: *Focus groups; Education software; Gamification

  • Source: Information & Software Technology. Apr2023, Vol. 156, pN.PAG-N.PAG. 1p.

  • Abstract: While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding of ...

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Academic Journal

On or Off Track: How (Broken) Streaks Affect Consumer Decisions.

Subjects: *Consumer behavior; *Winning & losing streaks; Physical activity

  • Source: Journal of Consumer Research. Apr2023, Vol. 49 Issue 6, p1095-1117. 23p.

  • Abstract: New technologies increasingly enable consumers to track their behaviors over time, making them more aware of their "streaks"—behaviors performed consecutively three or more times—...

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  • 1-10 of  15,606 results for "Gamification in learning"