Chingual: applying gamification into a language learning application [PDF]
Bao, Xin
core +2 more sources
Improving Nursing Students' Critical Thinking Disposition Through a Gamified Flipped Classroom: A Quasiexperimental Study. [PDF]
Dehghan MS, Birjandi M, Bagheri M.
europepmc +1 more source
ABSTRACT Second language acquisition research has largely emphasized language development, often overlooking language maintenance following international mobility. Addressing this gap, the present longitudinal mixed‐methods study examined oral proficiency maintenance among foreign language (FL) learners 9 months after returning from residence abroad ...
Yunjung (Yunie) Ku
wiley +1 more source
Transferring Competences to the Workplace Through Gamified Training: A Case Study
ABSTRACT This study examines the transfer of gamified training activities aimed at developing key workplace competences, focusing on creativity, innovation and decision‐making within a specific organisational context. We conducted an exploratory case study in a Spanish public‐sector organisation.
Ángela Periáñez‐Picón +2 more
wiley +1 more source
Augmented Reality and Gamification vs. Traditional Surgical Instrument Training on Knowledge and Skills of Medical Students: A 2×2 Factorial Randomized Study. [PDF]
Masoumian Hosseini M +6 more
europepmc +1 more source
GAMIFICATION: THE ROLE OF GAMIFICATION IN MODERN EDUCATION
In recent years, digital technology has completely changed students' learning and teachers' teaching methods. One of the developments in this century is gamification, which combines learning and entertainment. This article focuses on tools such as Kahoot, Baamboozle, and Duolingo, which show us how they increase students’ motivation, improve knowledge,
openaire +1 more source
Accelerating Platform User Growth: Pinduoduo's Multi‐Motivational Selfish Referral Strategy
ABSTRACT Referral strategies, whereby existing platform users recruit new users and thereby strengthen same‐side network effects, have long been central to digital platforms' efforts to grow the installed user base. Current referral strategies often require the referee to complete a transaction as a prerequisite for the referrer to receive the reward ...
Runyu Shi +2 more
wiley +1 more source
Gamification and Cognitive Factors: Research Hotspots, Knowledge Structure, and Future Directions Based on Bibliometric Analysis. [PDF]
Song D +5 more
europepmc +1 more source
ABSTRACT The yellow‐legged hornet (Vespa velutina nigrithorax) is a successful invasive species in Europe, where its monitoring is partially reliant on citizen science (CS) initiatives. While CS is a powerful tool for early detection, taxonomic confusion and fluctuating participant engagement can limit its effectiveness.
Cayetano Herrera +4 more
wiley +1 more source
A quasi-experimental crossover study on student engagement and performance in a gamified team-based learning module in physiology. [PDF]
Punja D, Tomar A.
europepmc +1 more source

