Results 101 to 110 of about 140,188 (287)
This study conducts a quantitative inquiry into how components of gamification and customization are being used in Saudi Arabia's educational system. In our investigation, we zero in on how these factors could contribute to skill development.
Osama KamalEldin Ibrahim Salman +4 more
semanticscholar +1 more source
Learner emotions and performance in hypercasual VR games with adaptive AI difficulty
Abstract Hypercasual virtual reality games (HVRGs) are widely regarded as cost‐effective tools for rapid skill acquisition, yet the mechanisms that optimise their effectiveness and user acceptance remain insufficiently explored. This mixed‐methods empirical study investigates how playful emotions, characterised by engagement, enjoyment and anxiety ...
Zeeshan Ahmed, Faizan Ahmad, Chen Hui
wiley +1 more source
Gamification has become an increasingly popular approach in education, applying game elements to increase student motivation and engagement. However, generalized applications often do not consider individual needs, making personalized of gamification ...
Suma Danu Ristianto +2 more
doaj +1 more source
The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification [PDF]
The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and ...
Misuraca, Gianluca, Stewart, James
core +1 more source
Operationalising Sufficiency in an Organisational Context: A Systematic Literature Review
ABSTRACT Efficiency‐led sustainability is important but often fails to deliver absolute reductions in resource use, leaving organisations exposed to rebound effects. What remains underexplored is how sufficiency, the strategic limitation of consumption and resource use, is operationalised within organisational contexts.
Shahrokh Nikou +2 more
wiley +1 more source
Gamificacion in education and active methodologies at Higher education [PDF]
In recent years, there has been an increasing interest in applying Gamification in Education, which can be defined as the application of game design elements to learning activities.
Bentabol-Manzanares, Maria Amparo +8 more
core
ABSTRACT The apparel industry is one of the world's most profitable sectors but also among the most environmentally damaging. Growing sustainability pressures have led companies to adopt diverse strategies to reduce their impact, yet no single study has systematically analysed these approaches or their consumer implications.
Maria Leonor Ferreira +1 more
wiley +1 more source
The Virtual Runner Learning Game [PDF]
A learning game has been developed which allows learners to study and learn about the significance of three important variables in human physiology (lactate, glycogen, and hydration) and their influence on sports performance during running.
Behringer, R +6 more
core +1 more source
Class tournament as an assessment method in physics courses : a pilot study [PDF]
Testing knowledge is an integral part of a summative assessment at schools. It can be performed in many different ways. In this study we propose assessment of physics knowledge by using a class tournament approach.
Dziob, Daniel +2 more
core +1 more source
ABSTRACT This study analyzed Industry 4.0 (I4.0) technology applications in agribusiness and the role of strategic stakeholders, engagement methods, and other critical aspects data sharing, confidentiality, integrity, decision‐making, and sector‐specific requirements in promoting circularity.
Simone Sehnem +3 more
wiley +1 more source

