نتایج جستجو برای: gamified education

تعداد نتایج: 380059  

Journal: :Journal of Baltic Science Education 2023

The combination of education and robots is becoming an increasingly important issue. Although researchers have conducted some studies on educational robotics in STEM at the undergraduate level, no research examined effects gamified participants’ motivation creativity. Therefore, this study examines learning creativity STEM. A quasi-experimental design was used study. total 108 students from two...

Journal: :Frontiers in education technology 2022

According to the Canadian Emergencies act, a national emergency is an urgent, critical situation that threatens health and safety of Canadians (Department Justice Canada, 2022). can also take on many forms: pandemics, natural disasters, civil unrest, or armed conflict. Currently, Provincial Emergency Response Plan implemented by Chief Management Ontario framework keeps Ontarians safe, allowing ...

Journal: :Sportis. Scientific Journal of School Sport, Physical Education and Psychomotricity 2021

2017
Alessandra Antonaci Roland Klemke Christian M. Stracke Marcus Specht Mario Spatafora Kamelia Stefanova

47% of the world population uses the internet daily, and access is growing also in less developed countries (LDCs). As a consequence, a total of almost 1 billion households in the world have internet access, of which 48 million belong from LDCs (ITU, 2016). A large proportion of internet users are teenagers, who often are not aware of all the risks related to sharing private information through...

Journal: :Sustainability 2022

The application of Information and Communication Technologies in the classroom encourages student learning by increasing their motivation promoting collaborative teamwork. aim this study was to analyze differences on intrinsic university students considering contextual variables when working specific contents through digital tools virtual gamified strategies. Nine hundred nineteen (18–21 years ...

2015
Robin K Pettit Lise McCoy Marjorie Kinney Frederic N Schwartz

BACKGROUND Higher education students have positive attitudes about the use of audience response systems (ARS), but even technology-enhanced lessons can become tiresome if the pedagogical approach is exactly the same with each implementation. Gamification is the notion that gaming mechanics can be applied to routine activities. In this study, TurningPoint (TP) ARS interactions were gamified and ...

An educational gamification is a new approach that has developed hopes to increase the effectiveness of learning. Computer game users are actually players that are categorized according to their personalities and have different learning styles. To achieve maximum performance in designing gamified learning, one can determine the relationship between player types and their learning styles, and th...

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