Results 61 to 70 of about 140,188 (287)
The rapid growth in digital technology usage among children and adolescents has highlighted the need for novel approaches to promote their physical and mental health. This paper investigates the viability of gamification—the application of game mechanics
E. Gkintoni +4 more
semanticscholar +1 more source
Gamification of health professions education: a systematic review
Gamification refers to using game attributes in a non-gaming context. Health professions educators increasingly turn to gamification to optimize students’ learning outcomes.
A. V. Gaalen +5 more
semanticscholar +1 more source
Unlike traditional video games developed solely for entertainment purposes, game-based learning employs intentionally crafted approaches that seamlessly merge entertainment and educational content, resulting in captivating and effective learning ...
M. Cascella +3 more
semanticscholar +1 more source
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
A game based approach to improve traders' decision-making [PDF]
Purpose: The development of a game based approach to improving the decision-making capabilities of financial traders through attention to improving the regulation of emotions during trading. Design/methodology/approach: The project used a design-based
Adam, Marc +9 more
core
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
The gamification of education can enhance levels of students’ engagement similar to what games can do, to improve their particular skills and optimize their learning.
Rodrigo Smiderle +4 more
semanticscholar +1 more source
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
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

