Results 51 to 60 of about 67,213 (296)
Guidelines for designing and implementing game‐based learning in comparative anatomy education
Abstract Game‐based learning (GBL) is increasingly used in health professions anatomy education to promote engagement, knowledge acquisition, collaboration, and application of knowledge. However, its application to comparative veterinary anatomy remains fragmented, with limited guidance on how games can be systematically designed around the specific ...
Arthur Chin Haeng Lau +1 more
wiley +1 more source
The Metaverse is the “virtual universe” or “external universe” that individuals can experience without physically leaving their current location and without any physical action. The Metaverse experienced through various virtual reality devices, is also defined as a cognitive universe.
openaire +2 more sources
ABSTRACT The aim of the study is to examine the public acceptance of the deposit‐refund system (DRS), introduced in the European Union, through an extended version of the Technology Acceptance Model (TAM). The research supplemented the classic constructs of TAM (behavioral intension, perceived usefulness, and perceived ease of use) with environmental ...
József Ráti, Zalán Márk Maró
wiley +1 more source
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
ABSTRACT This paper examines how organizations in the automotive sector respond to the internal communication challenges posed by the transition to electric vehicle production. Unlike typical organizational change, electrification is driven not only by market forces but also by sociopolitical and regulatory pressures to reduce carbon emissions and ...
Tobias Hein +2 more
wiley +1 more source
The effects of demographic factors on learners’ flow experience in gamified educational quizzes
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
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
Gamification e computação ubíqua: um amálgama tecnológico para unidades de informação [PDF]
TCC (graduação) - Universidade Federal de Santa Catarina. Centro de Ciências da Educação. Curso de Biblioteconomia.Este trabalho propõe um cenário para a aplicação de técnicas e ferramentas de Gamification e Computação Ubíqua em Unidades de Informação. A
Soares, Alexandre Amorim Amaral
core
Gamification for the promotion of Street Art: a project for the city of Padua [PDF]
openLa tesi propone un progetto personale, nello specifico un'applicazione, che attraverso dei meccanismi di Gamification ha lo scopo di promuovere la Street Art nella città di PadovaThe thesis proposes a personal project, specifically an application ...
BOZZATO, MATTIA
core
ABSTRACT Sustainable consumption (SC) has become a critical pillar in advancing the United Nations Sustainable Development Goals (SDGs). This study delves into the interdisciplinary literature on SC and the SDGs to develop a comprehensive framework.
Guneet Chawla +4 more
wiley +1 more source

