نتایج جستجو برای: gamified education

تعداد نتایج: 380059  

Journal: :The Journal of the American Osteopathic Association 2016
Lise McCoy Joy H Lewis David Dalton

BACKGROUND Medical education is rapidly evolving. Students enter medical school with a high level of technological literacy and an expectation for instructional variety in the curriculum. In response, many medical schools now incorporate technology-enhanced active learning and multimedia education applications. Education games, medical mobile applications, and virtual patient simulations are to...

Journal: :IJGBL 2014
Gabriel Barata Sandra Gama Joaquim A. Jorge Daniel Gonçalves

Gamification of education is a recent trend, and early experiments showed promising results. Students seem not only to perform better, but also to participate more and to feel more engaged with gamified learning. However, little is known regarding how different students are affected by gamification and how their learning experience may vary. In this paper the authors present a study in which th...

2013
Penny de Byl

The compulsion to include games and game related mechanism in education is great among educators who want to engage and motivate today’s students and the latest buzzword in this domain is gamification. However, without a thorough understanding of what a gamified curriculum looks like, how it can best be applied and why it might engross students, it cannot be effectively applied. This research e...

2015
Borja Gil Iván Cantador

This paper presents a case study of developing gamified activities in the classroom, supported by simple web-based software tools. The followed gamification approach consists of the instantiation of a generic framework for the design and implementation of gamified activities in a given context, which aims to establish the appropriate player types and gamification mechanics for that context. Suc...

2015
Remko Helms Rick Barneveld Fabiano Dalpiaz

The use of game elements in non-game contexts (gamification) -has previously been widely explored in contexts such as healthcare and marketing but less extensively in education and training. In this paper we explore the use of gamification in education and training. Traditional training methods often fail to engage or motivate students, especially Digital Natives raised from a young age with ap...

Journal: :JCS 2015
Daniel Strmecki Andrija Bernik Danijel Radosevic

Corresponding Author: Daniel Strmečki Faculty of Organization and Informatics, Pavlinska 2, 42000 Varaždin, Croatia Email: [email protected] Abstract: Gamification is the usage of game mechanics, dynamics, aesthetics and game thinking in non-game systems. Its main objective is to increase user’s motivation, experience and engagement. For the same reason, it has started to penetrate in e-lea...

2013
Gabriel Barata Sandra Gama Joaquim Jorge Daniel Gonçalves

Well-designed games are good motivators by nature, as they imbue players with clear goals and a sense of reward and fulfillment, thus encouraging them to persist and endure in their quests. Recently, this motivational power has started to be applied to non-game contexts, a practice known as Gamification. This adds gaming elements to non-game processes, motivating users to adopt new behaviors, s...

Journal: :Studies in health technology and informatics 2013
Elia Gabarron Thomas R. Schopf J. Artur Serrano Luis Fernández-Luque Enrique Dorronzoro

Sexually transmitted diseases (STDs) and especially chlamydia is a worrying problem among North-Norwegian youngsters. Gamified web applications should be valued for sexual health education, and thus STDs prevention, for their potential to get users engaged and involved with their healthcare. Aiming to achieve that youngsters become more aware of STDs we have developed "sjekkdeg.no", a gamified ...

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