Results 11 to 20 of about 140,188 (287)
Gamification in medical education: identifying and prioritizing key elements through Delphi method
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
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
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
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
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
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
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
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]
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
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

