Indices
This title is listed in the following:
Close
Reference Hub
This research has been cited in:
Article
INTEGRATING TASK- AND GAME-BASED LEARNING INTO AN ONLINE TOEFL PREPARATION COURSE DURING COVID-19 OUTBREAKMalaysian Journal of Learning and Instruction10.32890/mjli2022.19.2.2 Article
The impact of peer competition and collaboration on gamified learning performance in educational settings: a Meta-analytical studyEducation and Information Technologies10.1007/s10639-021-10770-2 Article
Learning to play with film: play-based learning in a tertiary film studies classroomFilm Education Journal10.14324/FEJ.05.2.03 Conference
Designing Usable Gamified Programming Learning Website2019 International Conference on Electrical Engineering and Informatics (ICEEI)10.1109/ICEEI47359.2019.8988818 Article
Gamification and cultural institutions in cultural heritage promotion: a successful example from ItalyCultural Trends10.1080/09548963.2021.1910490 Conference
Mapping Gaming Elements with Gamification Categories: Immersion, Achievement, and Social in a MOOC Setting2020 14th International Conference on Innovations in Information Technology (IIT)10.1109/IIT50501.2020.9299047 Article
Online Gamified Quizzes in Undergraduate Mental Health Nursing Education: Thematic Analysis of Students’ Qualitative ViewsIssues in Mental Health Nursing10.1080/01612840.2021.2013367 Article
A systematic review of the use of gamification in flipped learningEducation and Information Technologies10.1007/s10639-020-10394-y Article
TÜRKİYE’DE VE DÜNYADA İLKÖĞRETİM DÜZEYİNDE OYUNLAŞTIRMA ÜZERİNE YAPILAN LİSANSÜSTÜ ÇALIŞMALARIN İÇERİK ANALİZİMilli Eğitim Dergisi10.37669/milliegitim.765688 Conference
Cyber security education for children through gamificationProceedings of the 2020 ACM Interaction Design and Children Conference: Extended Abstracts10.1145/3397617.3398030 Conference
Analysing micro-location beacon gamificationProceedings of the 30th Australian Conference on Computer-Human Interaction10.1145/3292147.3292210 Chapter
Cyber Security Education for Children Through Gamification: Challenges and Research PerspectivesMethodologies and Intelligent Systems for Technology Enhanced Learning, 10th International Conference. Workshops10.1007/978-3-030-52287-2_26 Article
Conference
An Investigation of Gamification Typologies for Enhancing Learner Motivation2014 International Conference on Interactive Technologies and Games10.1109/iTAG.2014.17 Conference
A Systematic Review of the Definition and Measurement of Engagement in Serious GamesProceedings of the Australasian Computer Science Week Multiconference10.1145/3290688.3290747 Chapter
Article
Effects of a gamified learning platform on elementary school students' flow experiences in leisure readingProceedings of the Association for Information Science and Technology10.1002/pra2.75 Article
Determining of learners’ intervention preferences in the digital learning environment based on analytic hierarchy processInteractive Learning Environments10.1080/10494820.2023.2194935 Chapter
Article
Pokémon GO as a Cognitive and Societal Development Tool for Personalised LearningInternational Journal of End-User Computing and Development10.4018/IJEUCD.2019010101 Chapter
Gamification as a Teaching Resource for English-Medium Instruction and Multilingual Education at UniversityResearch Anthology on Bilingual and Multilingual Education10.4018/978-1-6684-3690-5.ch046 Chapter
Chapter
Pokémon GO as a Cognitive and Societal Development Tool for Personalised LearningResearch Anthology on Fandoms, Online Social Communities, and Pop Culture10.4018/978-1-6684-4515-0.ch021 Chapter
Math Teacher Perceptions About Gamification StrategiesHandbook of Research on International Approaches and Practices for Gamifying Mathematics10.4018/978-1-7998-9660-9.ch016 Article
Gamification and Its Application in the Social EnvironmentJournal of Information Technology Research10.4018/JITR.2020070104 Chapter
Gamification as a Teaching Resource for English-Medium Instruction and Multilingual Education at UniversityRecent Tools for Computer- and Mobile-Assisted Foreign Language Learning10.4018/978-1-7998-1097-1.ch012 Chapter
Gamification as a Teaching Resource for English-Medium Instruction and Multilingual Education at UniversityResearch Anthology on Developments in Gamification and Game-Based Learning10.4018/978-1-6684-3710-0.ch068 Chapter
Gamification and Its Application in the Social EnvironmentResearch Anthology on Game Design, Development, Usage, and Social Impact10.4018/978-1-6684-7589-8.ch035 Chapter
Pokémon GO as a Cognitive and Societal Development Tool for Personalised LearningResearch Anthology on Developments in Gamification and Game-Based Learning10.4018/978-1-6684-3710-0.ch034
Close Top Results From Your Most Recent Search
Close