Results 71 to 80 of about 140,188 (287)
Gamification in Everyday Classrooms: Observations From Schools in Hong Kong
Gamification refers to the use of game elements in non-game context to improve user experience and engagement (Deterding et al., 2011a). The potential of games to make learning more engaging has been widely noted by educators and researchers. Many of the
Paul Lam, Alan Tse
doaj +1 more source
Designing a gamified social platform for people living with dementia and their live-in family caregivers [PDF]
In the current paper, a social gamified platform for people living with dementia and their live-in family caregivers, integrating a broader diagnostic approach and interactive interventions is presented. The CAREGIVERSPRO-MMD (C-MMD) platform constitutes
Barrué Subirana, Cristian +5 more
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Introduction This study investigates the influence of gamification integration on language learning achievement among Chinese students while probing the mediating role of learners' motivation.
Zijun Shen, Minjie Lai, Fei Wang
semanticscholar +1 more source
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
Gamified budgeting for managing household finances [PDF]
The current UK economic climate is leading households into debt. The rising cost of living and inflation are resulting in households struggling with financial management. This has implications on the quality of life and economic mobility.
Butt , Prins, Sievenpiper , Michael
core
Maximising gain for minimal pain: Utilising natural game mechanics [PDF]
This paper considers the application of natural games mechanics within higher education as a vehicle to encourage student engagement and achievement of desired learning outcomes.
Brayshaw, Mike +2 more
core +1 more source
Game-Based Learning and Gamification in Physical Education: A Systematic Review
The use of educational games or some aspects of games in the educational context is known as game-based learning (GBL) or educational gamification. The objectives of this study are to assess the existing evidence about how GBL and gamification have ...
Rubén Camacho-Sánchez +4 more
semanticscholar +1 more source
Abstract According to Nietzsche, “In every real [adult], a child is hidden that wants to play.” In everyday life, playfulness and competition can make routine or dull tasks more engaging and can offer educators opportunities to engage a learner in a more entertaining or interactive manner.
Judi Laprade
wiley +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
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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

