نتایج جستجو برای: gamified education

تعداد نتایج: 380059  

Journal: :Journal of Marketing Education 2022

In this article, we examine the linkage between students’ game-playing motivations and a wide variety of gamification elements within higher marketing education. Using an interpretive convergent mixed-methods design, discover four clusters students that vary in terms their game-motivational bases views on elements. Social completionists want to study together with others enjoy social aspects ga...

2014
Niaja Farve

As we learn more about what is detrimental to the human body, more tools are developed to combat these determents. However, stress levels continue to increase and the effects are present in our genes [1]. Smile Catcher is attempt to lower stress and increase happiness by gamifing smiles. Players are challenged to capture smiles from other players or people they interact with in their daily live...

Journal: :International Journal of Online Engineering (iJOE) 2018

2011
Dan Dixon

This paper presents a brief history of the concept of player types starting with Bartles’s work on MUDs and continuing to more recent, empirical research. Player types are not a defined concept and any categorization of players or users needs to occur within the context of a particular application or domain. Play-personas are suggested as a useful tool that can be used to put player type resear...

Journal: :Sustainability 2021

The use of gamification is garnering attention as a method that promotes sustainable learning during the coronavirus disease 2019 (COVID-19) era. This study investigates effect gamified online has on student and utilized program to examine impact. To determine program’s effectiveness, been conducted with 140 elementary middle school students. A previously developed survey instrument was used me...

Journal: :Information 2022

Augmented Reality (AR) could provide key benefits in education and create a richer user experience by increasing the motivation engagement of students. To this end, current paper presents system with three AR applications for teaching physics fifth sixth grades primary school first grade secondary school, ultimate goal is development unified platform that covers subject all classes K-12 educati...

Journal: :Environmental Education Research 2021

Low levels of concern about anthropogenic climate change have been attributed to a range factors, some which relate education. These include people’s lack understanding and engagement with the multifaceted nature extent problem that it presents current future generations. Limited knowledge is also known be an obstacle individual behaviour change, important implications for young perceptions urg...

Journal: :Education Sciences 2022

Secondary education needs to find learning strategies that favor student engagement, particularly in socially deprived communities. The objective of this study is analyze the influence gamification on educational flow and academic performance. A quasi-experimental pre-test/post-test has been carried out with 207 secondary school students compares gamified cooperative method directive teaching m...

Journal: :Phi Delta Kappan 2021

For decades, technology advocates have claimed that we are on the cusp of a complete transformation in education. But, as Justin Reich explains, such transformations not yet come to pass. Even during COVID-19 pandemic, teachers did use significantly alter their teaching. Instead, enabled them maintain many classroom routines (using learning management systems or video conferencing) supplement u...

Journal: :Central European Management Journal 2023

Purpose The main purpose of this study is to check the potential impact gamification on communicating CSR issues. Design/methodology/approach examination was conducted concerning correlations between income/education level and communication effectiveness with without application. For need survey prepared, containing inter alia narration resting helping Dwight deal problems adjusting work enviro...

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