Results 71 to 80 of about 114,668 (269)

Gamified budgeting for managing household finances [PDF]

open access: yes, 2017
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.
Sievenpiper , Michael, Butt , Prins
core  

Empowering citizens to spontaneously report suspected adverse drug reaction: Systematic literature review of interventions and their impact

open access: yesBritish Journal of Clinical Pharmacology, EarlyView.
This systematic literature review aimed to identify and characterize existing interventions designed to empower citizens to spontaneously report adverse drug reactions (ADRs) and to determine which interventions have been shown to be the most effective internationally. The research question was structured using the PICO framework.
Margarida Perdigão   +3 more
wiley   +1 more source

The Virtual Runner Learning Game [PDF]

open access: yes, 2013
A learning game has been developed which allows learners to study and learn about the significance of three important variables in human physiology (lactate, glycogen, and hydration) and their influence on sports performance during running.
Behringer, R   +6 more
core   +1 more source

Class tournament as an assessment method in physics courses : a pilot study [PDF]

open access: yes, 2018
Testing knowledge is an integral part of a summative assessment at schools. It can be performed in many different ways. In this study we propose assessment of physics knowledge by using a class tournament approach.
Dziob, Daniel   +2 more
core   +1 more source

RETRACTED: Learner emotions and performance in hypercasual VR games with adaptive AI difficulty

open access: yesBritish Educational Research Journal, EarlyView.
Abstract Hypercasual virtual reality games (HVRGs) are widely regarded as cost‐effective tools for rapid skill acquisition, yet the mechanisms that optimise their effectiveness and user acceptance remain insufficiently explored. This mixed‐methods empirical study investigates how playful emotions, characterised by engagement, enjoyment and anxiety ...
Zeeshan Ahmed, Faizan Ahmad, Chen Hui
wiley   +1 more source

“Bionopoly” as a Gamechanger? Effects of Gamification on Learning Success, Motivation and Activation Among Medical Students in a Biochemistry Course

open access: yesBiochemistry and Molecular Biology Education, EarlyView.
ABSTRACT Gamification is characterized by the use of gaming elements in a non‐gaming context. This concept is commonly applied in teaching to create a more meaningful and activating learning environment. The major aim of this study was to compare possible effects of gamification on a traditional interactive teaching concept in a biochemistry course on ...
Eva Stapfer   +3 more
wiley   +1 more source

Are there literature reviews about gamification to foster Inclusive Teaching? A scoping review of gamification literature reviews

open access: yesFrontiers in Education
IntroductionGamification can support the practical application of Inclusive Teaching. However, gamification literature reviews to implement Inclusive Teaching are scarce or not existent. Therefore, we conducted a scoping review of gamification literature
Santiago Ruiz-Navas   +2 more
doaj   +1 more source

Cultivating Circularity: Harnessing Industry 4.0 and Stakeholder Engagement for a Sustainable Agrifood Future in Brazil

open access: yesBusiness Strategy and the Environment, EarlyView.
ABSTRACT This study analyzed Industry 4.0 (I4.0) technology applications in agribusiness and the role of strategic stakeholders, engagement methods, and other critical aspects data sharing, confidentiality, integrity, decision‐making, and sector‐specific requirements in promoting circularity.
Simone Sehnem   +3 more
wiley   +1 more source

SIMNET: simulation-based exercises for computer net-work curriculum through gamification and augmented reality [PDF]

open access: yes, 2018
Gamification and Augmented Reality techniques, in recent years, have tackled many subjects and environments. Its implementation can, in particular, strengthen teaching and learning processes in schools and universities. Therefore, new forms of knowledge,
Fraga, Álvaro Luis   +5 more
core  

From cyber-security deception to manipulation and gratification through gamification [PDF]

open access: yes, 2019
Over the last two decades the field of cyber-security has experienced numerous changes associated with the evolution of other fields, such as networking, mobile communications, and recently the Internet of Things (IoT) [3].
DM Buss   +8 more
core   +4 more sources

Home - About - Disclaimer - Privacy