Results 81 to 90 of about 140,188 (287)
Labsware: Implementation of Gamification Approach in Computer Lab Activities [PDF]
Most of computer sciences students of Universitas Multimedia Nusantara require to take a course that come with lab practicum. Despite the importance of lab practicum activity, there are indication that some student is not motivated enough to complete it.
Dodick , Z Sudirman, Edward, Kurnia
core
Analyzing the Response of Learners to Use Kahoot as Gamification of Learning Physics [PDF]
This study aims to investigate the response of learners to use Kahoot as a gamification of learning. Kahoot is available for free applications, and this platform can be used in gamification based learning.
Guntara, Y. (Yudi) +1 more
core
Gamification and Computational Thinking in Education: A systematic literature review
The rapid development of gamification and computational thinking seems to open up new educational horizons by providing new opportunities for students to acquire the basic digital skills needed for their cognitive development.
Serafeim A. Triantafyllou +2 more
semanticscholar +1 more source
Abstract Anatomy is a foundational component of various medical and paramedical disciplines. Existing research has suggested that games or game elements can improve student interest in musculoskeletal (MSK) anatomy. This project builds on previous gamification and serious game work and incorporates new anatomy‐based games into undergraduate anatomy ...
Emmeline Berger +2 more
wiley +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
Gamified cognitive control training for remitted depressed individuals : user requirements analysis [PDF]
Background: The high incidence and relapse rates of major depressive disorder demand novel treatment options. Standard treatments (psychotherapy, medication) usually do not target cognitive control impairments, although these seem to play a crucial role ...
Baeken, Chris +4 more
core +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
Blended and digital approaches in histology and pathology teaching: A scoping review
Abstract Histology and pathology education is evolving, driven by the integration of digital microscopy with other technological advances. Gaining insight into the impact of this transition, while understanding the perspectives of both students and educators, is important for improving teaching practices. This includes mapping teaching methods, digital
Eleonora Nava +3 more
wiley +1 more source
Location-based games are a highly technology-dependent game genre that has witnessed an exponential increase in popularity with the democratisation of smartphones as well as ubiquitous mobile data and access to satellite navigation.
Laato Samuli +2 more
doaj +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

