نتایج جستجو برای: gamified education

تعداد نتایج: 380059  

Journal: :Colombian Applied Linguistics Journal 2023

This study examines the perceptions and beliefs of thirteen teachers foreign languages who have received specialized training in gamification put it into practice classroom. Specifically, analyses impact three years following its introduction their teaching practices. To gain insights teachers’ perspectives attitudes towards gamification, semi-structured interviews were conducted. The analysis ...

Journal: :International journal of advanced corporate learning 2023

The main purpose of this article is to review the factors that impact employee motivation in on-the-job training and extent which game mechanics can be used increase expected learning outcomes. choice for topic based on lack academic literature gamification work environment – more so, relating training. Contrarily, necessity improvement user’s participating such programmes already well establis...

2017
Daniel Johnson Sebastian Deterding Kerri-Ann Kuhn Aleksandra Staneva Stoyan Stoyanov Leanne Hides

Background: Compared to traditional persuasive technology and health games, gamification is posited to offer several advantages for motivating behaviour change for health and wellbeing, and increasingly used. Yet little is known about its effectiveness. Aims: We aimed to assess the amount and quality of empirical support for the advantages and effectiveness of gamification applied to health and...

2016
Federico Zimmerman Diego Shalom Pablo A. Gonzalez Juan Manuel Garrido Facundo Alvarez Heduan Stanislas Dehaene Mariano Sigman Andres Rieznik

We present the results of a gamified mobile device arithmetic application which allowed us to collect vast amount of data in simple arithmetic operations. Our results confirm and replicate, on a large sample, six of the main principles derived in a long tradition of investigation: size effect, tie effect, size-tie interaction effect, five-effect, RTs and error rates correlation effect, and most...

پایان نامه :وزارت علوم، تحقیقات و فناوری - دانشگاه تربیت مدرس 1387

چکیده تمام نما مقدمه: این تحقیق برای بررسی میزان خلاقیت و عناصر آن (انعطاف- سیالی- ابتکار و بسط) در کارشناسان فوق برنامه های تربیت بدنی دانشگاههای تهران صورت گرفته است. بطور کلی خلاقیت به معنای توانایی تولید اندیشه ها و ایده های جدید و ترکیب آنها با یکدیگر و بیشتر در جنبه های فکری نظری و به اصطلاح فعالیتهای ذهنی و طراحی قبل از عمل به کار می رود و دارای چهار عنصر به شرح زیر می باشد. 1- سیالی...

Journal: :Frontiers in Education 2023

Research in the fields of Education and Applied Linguistics points to growth studies on digital games gamification Brazil. On other hand, that discuss teaching material do not provide guidelines how implement into design materials, mainly language studies. Thus, this work presents practical for explore materials based experience developed outreach project laboratory online learning at Federal U...

2015
Michael Fetzer

The use of serious games is quickly becoming a more mainstream method for achieving key objectives in a variety of business initiatives. Having produced many positive outcomes as a result of applications designed for the military, education, healthcare, and the government, serious games have infiltrated the corporate world on a large scale. Programs such as customer attraction and retention, em...

Journal: :E3S web of conferences 2023

The COVID-19 pandemic altered how education was formerly conducted, with a rapid shift from face-to-face to online learning. This situation resulted in significant lack of student-teacher interaction, which affected particularly lower grade students. However, the provided an opportunity develop more sustainable way learning due increasing use technologies. research seeks improve children’s expe...

Journal: :European Conference on Games Based Learning 2022

Open Data is defined as digital data that made available with the technical and legal characteristics necessary to be freely used, reused, redistributed by anyone, anytime anywhere. Examples of can on mobility or pollution, which an increasing number cities are making citizens. In education, novel field has potential empowering a young generation skills critical thinking through work real-life ...

Journal: :Fórum Lingüístico 2021

Considering the need to engage and motivate English language students within context of Language without Borders (LwB) program at Federal University Sergipe (UFS), gamification or use game thinking mechanics in real life contexts was applied a class from 48-hour course. In this paper, gamified is analyzed compared non-gamified one. We also investigate how perceive experience comparison regular ...

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