نتایج جستجو برای: gamified education
تعداد نتایج: 380059 فیلتر نتایج به سال:
As the transformation of various services into appealing game-like experiences is in its infancy, limited research exists in the area and in particular on the way each gamification design decision affects intended outcome. In the present study we investigate the impact of two game elements (incentive type and community collaboration) on user’s experienced fun during participation in a gamified ...
چکیده پژوهش حاضر به منظور« طراحی الگوی برنامه درسی چندفرهنگی تربیت معلم ابتدایی جمهوری اسلامی ایران» انجام یافته است. برای این منظور ابتدا پیشینه نظری و پژوهشی آموزش چندفرهنگی مطالعه و بر اساس آن چهار سوال پژوهشی زیر طرح گردید: 1. اصول تعلیم و تربیت چندفرهنگی جمهوری اسلامی ایران کدامند؟ 2. در چارچوب اصول حاکم بر تعلیم و تربیت چندفرهنگی جمهوری اسلامی ایران، برنامه درسی چندفرهنگی دارای چه وی...
With the advances in understanding contemporary instruction and emphasis on online learning, alternative ways to keep functional are sought constantly. Gamified environments among most widespread techniques used enrich instructional experiences due motivation engagement dimensions. In this context, research aimed investigate of pre-service English teachers a gamified process. The study, which e...
Traditional learning methods frequently fail to provoke students’ interest, stimulate their enjoyment and encourage them participate in activities, resulting discomfort, distractions, disengagement, if not quitting. Education’s goal is improve the quality effectiveness of teaching methods. This paper aims present a framework based on Virtual Reality (VR) technology contemporary Head Mounted Dis...
Past studies have shown the efficacy of flipped classrooms and gamification learning approaches. However, we know little about blend these This study compares effectiveness gamified (GFC) to traditional classroom (TC) We two different undergraduate cohorts over six-week course delivery in management IT a university UAE. collected data through an online survey from 105 students (control experime...
abstract this study is an attempt to determine the effect of nano- technology education on science lesson for fifth grade in primary school in the city of kermanshah. this research is experimental and is conducted in the from of pre-test and post- test for the control group. an achievement test was administered to determine the rate of learning in the students. the research is an applied one. ...
Gamification is defined as the use of game design elements in non-gaming contexts. It is been getting a lot of attention in recent years. However, the amount of research undertaken on gamification is limited. One of the problems it faces is sustainability. Designers might overlook the elements that increase sustainability due to lack of a standard framework that contains the essential component...
This article reports a multiple case study in which we analyse Brazilian and Spanish mathematics teachers’ opinions about predispositions toward gamified activities STEAM education. To obtain data, administered survey to 56 in-service teachers primary secondary education from these countries. The had been previously validated throughout an expert judgement process. Our results show high percent...
E-learning tools are gaining increasing relevance as facilitators in the task of learning how to program. This is mainly a result pandemic situation and consequent lockdown several countries, which forced distance learning. Instant relevant feedback students, particularly if coupled with gamification, plays pivotal role this process has already been demonstrated an effective solution regard. Ho...
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