نتایج جستجو برای: gamified education

تعداد نتایج: 380059  

2015
Maroof Ahmed Yusuf Sherwani Osama Al-Jibury Muhammad Najim Riham Rabee Muhammad Ashraf

T echnology is increasingly being used in medical education to supplement the delivery of learning resources. Gamification is defined as ‘the use of game design elements in non-game contexts’ (1). Despite being a relatively young field, gamification is making a big impact across a variety of industries and has piqued the interest of the academic community, with education being one of the first ...

Journal: :Humanities and Social Sciences Letters 2018

Journal: :Baltic Journal of Modern Computing 2018

Journal: :Journal of Intelligent & Robotic Systems 2021

Journal: :Softwaretechnik-Trends 2014
Steffen Hess Diego Collarana Jörg Dörr

Erfahrungsbericht aus der direkten Anwendung.

2016
Tae Matsumoto T. Matsumoto

There has recently been growing interest in the area of gamification, the application of game elements to non-game contexts. This concept has been put to use in several different fields, one such field being education. What is good about game-informed learning is that when conditions are satisfied, learners can enhance their intrinsic motivation towards goal achievement. For the purpose of the ...

2014
Vincenzo Del Fatto Gabriella Dodero Rosella Gennari Alessandra Melonio Marco Montali Simon Razniewski Santina Torello Xiaofeng Wang Floriano Zini

Children universities see universities hosting activities for exposing children to research findings. However, universities are not per-se designed for children. This paper advances the idea of gamifying university contexts for children in order to provide them with a positive engaging experience. The reported qualitative study serves as proof-of-concept. Engagement results, albeit preliminary,...

Journal: :Applied sciences 2022

With the popularity of online education, multiple technology-based educational tools are gradually being introduced into learning. The role gamification in education has been interest to researchers. Based on learners’ visual, auditory, and kinesthetic (VAK) learning styles, this study uses an empirical research method investigate behavioral intention students participate gamified classrooms se...

2017
Francesca Maria Dagnino Francesca Pozzi Donatella Persico Flavio Manganello Andrea Ceregini

The paper deals with a gamified approach developed to support teachers’ reflection and awareness on a set of specific behaviours that can support informal learning. The approach adopts a metaphor, vegetable gardens to be grown, to represent the teachers’ participatory practice and is enriched with specific game mechanics (tasks, goals and badges). The metaphor was reified in two different modal...

Journal: :Sustainability 2023

AI fairness is an essential topic as regards its topical and social-societal implications. However, there are many challenges posed by automating fairness. Based on the around in texts, our study aims to create a new testing paradigm that can gather disparate proposals single platform, test them, develop most effective method, thereby contributing general orientation To ensure sustain mass part...

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