Results 71 to 80 of about 1,013,859 (294)
Gamification as a Sustainable Source of Enjoyment During Balance and Gait Exercises
We may be motivated to engage in a certain motor activity because it is instrumental to obtaining reward (e.g., money) or because we enjoy the activity, making it intrinsically rewarding.
Katinka van der Kooij +7 more
doaj +1 more source
High Health Care Utilization Preceding Diagnosis With Juvenile Idiopathic Arthritis
Objective Although early diagnosis improves long‐term outcomes, patients with juvenile idiopathic arthritis (JIA) often experience prolonged, circuitous paths to diagnosis. To inform diagnostic improvement, we sought to characterize health care utilization in the year preceding diagnosis. Methods We identified 10,021 patients with an incident diagnosis
Anna Costello +5 more
wiley +1 more source
Gamification in spoken language pedagogy: Indonesian EFL teachers
Gamification enhances student engagement and learning through problem-solving, storytelling, competition, and rewards, but its success depends on having well-trained teachers.
Nurlaila Nurlaila +2 more
doaj +1 more source
Labsware: Implementation of Gamification Approach in Computer Lab Activities [PDF]
Most of computer sciences students of Universitas Multimedia Nusantara require to take a course that come with lab practicum. Despite the importance of lab practicum activity, there are indication that some student is not motivated enough to complete it.
Dodick , Z Sudirman, Edward, Kurnia
core
Purpose The study aimed to identify symptom‐based predictors of dry eye disease (DED) signs in the Sjögrens International Collaborative Clinical Alliance (SICCA) cohort. Methods Retrospective analysis examining 16 ocular symptoms (most graded 0‐4) and artificial tear (AT) use (graded 0‐3) as predictors of DED signs [abnormal ocular surface staining ...
Pragnya R Donthineni +7 more
wiley +1 more source
Gameization of Educational Process in the Assessments of Students and Teachers
The article is devoted to the study of significance, role and potential risks of the gameization of educational processes in higher education institutions in the context of digital transformation of society and the emergence of new requests to ...
V. A. Sagaidak +2 more
doaj +1 more source
A Q‐Learning Algorithm to Solve the Two‐Player Zero‐Sum Game Problem for Nonlinear Systems
A Q‐learning algorithm to solve the two‐player zero‐sum game problem for nonlinear systems. ABSTRACT This paper deals with the two‐player zero‐sum game problem, which is a bounded L2$$ {L}_2 $$‐gain robust control problem. Finding an analytical solution to the complex Hamilton‐Jacobi‐Issacs (HJI) equation is a challenging task.
Afreen Islam +2 more
wiley +1 more source
Through the provision of digital tools, government institutions aim to counter the growing alienation of citizens towards institutional politics and overcome traditional barriers of participation.
Sarah-Kristin Thiel
doaj
The rapid development of innovative learning technologies in recent years has served as a basis for the transition from traditional teaching methods to interactive, learner-centered approaches.
Nazerke Shernay +15 more
doaj +1 more source
A Guideline Study For Designing Virtual Reality Games
Virtual reality has great potential for immersive experiences that is not available in other mediums. Thus, it has a significant place in the entertainment and the game industry.
Seray Şenyer +2 more
doaj +1 more source

