نتایج جستجو برای: gamified education

تعداد نتایج: 380059  

Journal: :Research, Society and Development 2023

Digital citizenship is about the of algorithmic, datatified, connected, and sensorized world metaverses, multiverses, big data, artificial intelligence. It expression a new type architecture that promotes emergence computational ecology made people, algorithms, sensors, forests, weather, viruses, cities. This connection challenges us to cognitive policy in field Education. The objective article...

Journal: :SAGE Open 2023

The past several years have been witnessing the fast development of information and communication technology, with which an increasing number serious games are being designed developed. Randomly selected participants were divided into treatment control cohorts. Two experiments, as well a semi-structured interview, administered to both It was concluded that: (1) Learning outcomes in gamified Eng...

Journal: :Artificial intelligence for engineering design, analysis and manufacturing 2022

Abstract The goal of this paper is to develop and test a gamified design thinking framework, including its pedagogical elements, for supporting various learning objectives school students. By synthesizing the elements principles design, games, authors propose framework tool students fulfil number objectives; includes process called “IISC Design Thinking” version DBox”. effectiveness as has been...

2016
Michael P. Craven Lucy Simons Alinda Gillott Holger Schnädelbach

Networked Urban Screens offer new possibilities for public health education and awareness. An information video about Attention Deficit Hyperactivity Disorder (ADHD) was combined with a custom browser-based video game and successfully deployed on an existing research platform, Screens in the Wild (SitW). The SitW platform consists of 46-inch touchscreen or interactive displays, a camera, a micr...

Journal: :Applied sciences 2022

Augmented reality (AR) technology has received much attention in recent years. Users can view AR content through mobile devices, meaning that tee no significant differences between the exhibition-viewing behaviors associated with game mode and frchnology be easily incorporated into applications various fields. The auxiliary role of exhibitions its influence benefits regard to behavior exhibitio...

Journal: :European Conference on Games Based Learning 2022

Digital games are widely used in education to motivate students for science. In parallel, the role of augmented reality (AR) is increasing. This paper introduces Marie’s ChemLab: a marker-less handheld AR application which K-12 learn about ChemLab, users perform interactions their physical environment using virtual objects displayed on device. The utilized interaction concept based TrainAR fram...

Journal: :Journal of Physics: Conference Series 2020

Journal: :Revista Brasileira de Informática na Educação 2020

Journal: :International Journal of Human-Computer Studies 2017

Journal: :International Journal of Game-Based Learning 2014

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