Results 11 to 20 of about 140,188 (287)

Gamification in medical education: identifying and prioritizing key elements through Delphi method

open access: yesMedical Education Online
Background Gamification has gained popularity in medical education, but key elements have not been formally identified. This study aimed to generate and prioritize a list of key elements of gamification in medical education.Methods This study utilized a ...
Yung-Fu Wang   +3 more
doaj   +2 more sources

Gamification in EFL/ESL instruction: A systematic review of empirical research

open access: yesFrontiers in Psychology, 2023
IntroductionThis systematic review aims to present the characteristics of the recent research in gamified EFL/ESL instruction, benefits and drawbacks of using gamification in EFL/ESL instruction, and gamification elements.MethodsThe researchers carried ...
Songcun Zhang, Zuwati Hasim
doaj   +2 more sources

Gamification of e-learning in higher education: a systematic literature review

open access: yesSmart Learning Environments, 2023
In recent years, university teaching methods have evolved and almost all higher education institutions use e-learning platforms to deliver courses and learning activities.
Amina Khaldi   +2 more
semanticscholar   +1 more source

Trends and Applications of Gamification in E-Commerce: A Systematic Literature Review

open access: yesJournal of Information Systems Engineering and Business Intelligence, 2023
Background: Gamification is a trend that has emerged with the growth of e-commerce. Given the wide range of human characteristics, determining which gamification elements perform well and what impact those gamification elements have can be challenging.
Muhamad Adhytia Wana Putra Rahmadhan   +3 more
doaj   +1 more source

Examination of Gamification within the Framework of Behavioral Psychology and Human Resources Practices

open access: yesİstanbul Gelişim Üniversitesi Sosyal Bilimler Dergisi, 2022
The aim of the research is to examine the views of human resources officials on the use of gamification and its effects on behavioral psychology. In the research, gamification and the interaction of gamification on behavioral psychology are discussed in ...
Pelin Vardarlıer, Burçin Kopuz
doaj   +1 more source

Serious Games and Gamification in Healthcare: A Meta-Review

open access: yesInf., 2023
A serious game is a type of game that is designed for a primary purpose other than entertainment. Instead, serious games are intended to achieve specific goals, such as education, training, or health promotion.
R. Damaševičius   +2 more
semanticscholar   +1 more source

Gamification

open access: yes, 2021
Diabetes is a chronic disease requiring a strict management. MyDiabetes is a mobile application for type I diabetes management that, as other mHealth applications, faces the challenge of user adherence and motivation. Here the authors describe the application's redesign and the implementation of different gamification techniques to tackle these ...
Diogo Machado   +2 more
  +5 more sources

Perceptions of MBBS Phase II Students on Gamification

open access: yesJournal of Medical Sciences and Health, 2023
Introduction: Traditional didactic lectures make classes monotonous and lead to reduced student engagement and interaction. Gamification can be used to break the monotony. Use of game elements in a non-gaming context is gamification.
Archana Bhat, Smitha Bhat, J Manjunath
doaj   +1 more source

Gamification of sports media coverage: an infotainment approach to Olympics and Football World Cups [PDF]

open access: yes, 2020
Sports media coverage of mega-events is partly oriented to gamification, the use of game elements and game design techniques in non-gaming contexts. This infotainment approach to events has been developed by media outlets as an original and effective way
Rojas-Torrijos, José Luis
core   +1 more source

Gamification in Science Education. A Systematic Review of the Literature

open access: yesEducation sciences, 2021
The implementation of gamification in education has attracted many researchers to increase engagement and achieve learning more effectively. Implementing technology in science curricula has seen a massive influx over the past years to stop the decline in
M. Kalogiannakis   +2 more
semanticscholar   +1 more source

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