Results 61 to 70 of about 81,364 (257)
Gamification and Entrepreneurial Intentions [PDF]
Purpose - This paper investigates how gamification can influence entrepreneurial intentions (EI) of a group of users of an online platform provided by a private company.
Banoun, A. +11 more
core +1 more source
Gamification in Stroke Rehabilitation [PDF]
Stroke rehabilitation aims to improve patients’ abilities to realize daily life activities and, consequently, regain their self-confidence and improve independence and quality of life.
Mariana Castro Barbosa +11 more
core +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
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
Gamification is the use of game mechanics in non-game situations for the players' / users' own goals by strengthening their intrinsic motivation. Game mechanics can for example be pins, badges, avatars, and leveling.
Marcusson, Leif,
core +1 more source
The education of autistic children presents significant challenges, compelling various educational stakeholders to seek solutions that can enhance teaching and learning experiences for these individuals.
Noemi Honorato +5 more
doaj +1 more source
Gamification in otolaryngology: A narrative review
Introduction The medical field has incorporated gamification elements into education platforms over the past decade. The standard definition for gamification that has been adopted by most research studies is the addition of game elements and game ...
Zack K. Westenhaver +3 more
doaj +1 more source
Gamification has been extensively employed in marketing practices to meet the diverse needs of consumers. Previous research suggests that gamification marketing plays a pivotal role in influencing customer purchase intention.
Yingchuan Liao +3 more
doaj +1 more source
Unlocking the Potential: Exploring Factors and Overcoming Challenges in Gamifying English Literacy
Gamification in the education system emerges for the first time in the late 2000s, and since its emergence, gamification has gained recognition as an innovative approach in education, creating dynamic and engaging learning environments. However, with its
Kurniawan Suryatama +1 more
doaj +1 more source
More than 300 million people use the gamified mobile-assisted language learning (MALL) application (app) Duolingo. The challenging tasks, reward incentives, systematic levels, and the ranking of users according to their achievements are just some of the ...
Mitchell Shortt +4 more
semanticscholar +1 more source

