Results 61 to 70 of about 114,668 (269)
In recent years, gamification has captured the attention of researchers and educators, particularly in science education, where students often express negative emotions.
Alkinoos-Ioannis Zourmpakis +2 more
doaj +1 more source
Neal Stephenson’s Readme: a critique of gamification [PDF]
Neal Stephenson’s writing has in many ways shaped post-cyberpunk science fiction as well as having a massive influence on real-world technology, so his move to realism with 2011’s Reamde offers an opportunity to understand science fiction’s changing ...
Mcfarlane, Anna
core
Promoting engagement in embryology through gamified student‐developed small group sessions
Abstract Learning embryology is often challenging for students as it requires conceptualizing morphological changes to embryologic structures across time. To further complicate the process, while some structures transition to permanent structures, others disappear or degenerate.
Jessica N. Byram +2 more
wiley +1 more source
NeuroTwister: Gamified learning to teach cross‐sectional neuroanatomy to medical students
Abstract Neuroscience is a required course in many health professions curricula, but with it often comes neurophobia, the fear or difficulty that students experience when attempting to learn neuroscience. Traditional teaching methods in neuroanatomy may contribute to cognitive overload and stress, reinforcing the notion that neuroanatomy is ...
Cameron B. Jeter +3 more
wiley +1 more source
Architecture of a Dispersed Gamification System for Tourist Attractions
The paper addresses the issues of implementing e-guide-based gamification systems for tourist attractions by proposing a dispersed gamification system architecture in which its respective functional aspects are handled by multiple web services with ...
Jakub Swacha
doaj +1 more source
‘Homeless Monopoly’: Co-Creative Community Engagement Model for Transmedia Educational Game Design [PDF]
This paper traces the research and development of a prototype transmedia game designed to raise awareness in young people of the issues surrounding homelessness.
Calderwood, Jackie
core +1 more source
Gamificacion in education and active methodologies at Higher education [PDF]
In recent years, there has been an increasing interest in applying Gamification in Education, which can be defined as the application of game design elements to learning activities.
Bentabol-Manzanares, Maria Amparo +8 more
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Encouraging persons to visit cultural sites through mini-games [PDF]
Gamification has been recently proposed as a technique to improve user engagement in different activities, including visits to cultural sites and cultural tourism in general.
Catarci, Tiziana +5 more
core +2 more sources
Aim Problem‐based learning (PBL) is an established approach in medical, nursing, pharmacy and veterinary medicine education. This study describes the implementation and aims to evaluate the use of non‐linear slide decks as a method to deliver PBL as individualized student assessments within pharmacology education. This approach, originally developed in
Wendy R. Francis +2 more
wiley +1 more source
Gamification has become an increasingly popular approach in education, applying game elements to increase student motivation and engagement. However, generalized applications often do not consider individual needs, making personalized of gamification ...
Suma Danu Ristianto +2 more
doaj +1 more source

