Results 41 to 50 of about 114,668 (269)

Questionify gamification in education [PDF]

open access: yes, 2018
In the education industry, lecturers are finding ways to improve students’ concentrations and grades by using smart devices to track students’ assignment or tutorial progress.
Che Abdul Rani, Mohamad Firdaus   +3 more
core   +2 more sources

A gamified formative question bank to enhance student learning and engagement in a foundational medical science course

open access: yesAnatomical Sciences Education, EarlyView.
Abstract While gamified learning platforms show promise for engaging digital learners and promoting active learning, evidence of their effectiveness in predicting academic outcomes remains limited. This study examined how engagement patterns and incentives impact academic outcomes in a gamified environment to determine whether a formative question bank
Mohammad Aldalou   +5 more
wiley   +1 more source

Students as partners: A novel approach to developing a gamified anatomical learning toolkit using design thinking principles

open access: yesAnatomical Sciences Education, EarlyView.
Abstract The practice of involving students in designing pedagogical resources, including gamified learning tools, is often underutilized. Traditionally, students are engaged in usability and efficacy testing of finalized learning tools, limiting their ability to shape the learning experience from inception.
Kristina Lisk, Judi Laprade
wiley   +1 more source

Machine Learning in Gamification and Gamification in Machine Learning: A Systematic Literature Mapping

open access: yesApplied Sciences, 2023
Albeit in different ways, both machine learning and gamification have transfigured the user experience of information systems. Although both are hot research topics, so far, little attention has been paid to how these two technologies converge with each ...
Jakub Swacha, Michał Gracel
doaj   +1 more source

Gamedec. UKW in IGDA Curriculum Framework [PDF]

open access: yes, 2016
Launched in October 2013, GAMEDEC: game studies Design is a specialisation track within the 2nd Gen Humanities (aka Humanities 2.0) 3-year BA programme at Kazimierz Wielki University (UKW) in Bydgoszcz, Poland. The curriculum was created by UKW academic
Mochocki, Michał
core   +1 more source

Community building through play: Development and design of a board game for review in an undergraduate anatomy course

open access: yesAnatomical Sciences Education, EarlyView.
Abstract Engaging students and fostering interactions can be a challenge in large enrollment, foundational‐level, undergraduate anatomy classes. Despite the active learning environment of the anatomy laboratory, students often struggle to find study partners or even speak to fellow learners in a large classroom.
Kristin Stover   +2 more
wiley   +1 more source

The effects of demographic factors on learners’ flow experience in gamified educational quizzes

open access: yesSmart Learning Environments
In recent years, gamification gained widespread adoption in education aiming to increase students’ positive experiences (e.g., motivation, engagement, and flow state).
Ainur Issabek   +3 more
doaj   +1 more source

Just a Fad? Gamification in Health and Fitness Apps

open access: yesJMIR Serious Games, 2014
BackgroundGamification has been a predominant focus of the health app industry in recent years. However, to our knowledge, there has yet to be a review of gamification elements in relation to health behavior constructs, or insight into the true ...
Lister, Cameron   +4 more
doaj   +1 more source

Game‐based learning for undergraduate consolidation: A qualitative study of how game‐based learning provides much more than knowledge acquisition

open access: yesAnatomical Sciences Education, EarlyView.
Abstract Game‐based learning (GBL) is increasingly used in medical education to supplement traditional didactic learning methods. Adult learners in particular may benefit from GBL, given the autonomous and iterative nature of a well‐designed educational game.
Thomas J. Paddock, Erin P. Fillmore
wiley   +1 more source

Flexible virtual environments: Gamifying immersive learning [PDF]

open access: yes, 2017
© Springer International Publishing AG 2017. The availability of Virtual Reality (VR) and Virtual Environment (VE) equipment - with the launch of domestic technologies such as the Oculus Rift, Microsoft Hololens and Sony Playstation VR) - offer new ways ...
Brayshaw, Mike, Gordon, Neil
core   +1 more source

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