Zobrazeno 1 - 10
of 77
pro vyhledávání: '"Christo Dichev"'
Publikováno v:
Trends in Higher Education, Vol 2, Iss 3, Pp 462-476 (2023)
While the motivational effect of educational gamification is largely recognized, the impact of the gamification element virtual currency (VC) is underexplored, especially in an educational setting. To address this gap, the goal of the presented multi
Externí odkaz:
https://doaj.org/article/267f316981364ae2a87c0936740fd777
Publikováno v:
International Journal of Educational Technology in Higher Education, Vol 17, Iss 1, Pp 1-14 (2020)
Abstract The majority of user models in gamification are based on user’s gamer personality. However, the motivations driving individuals’ learning behavior differ from their motivations when playing. There is no evidence that learners’ experien
Externí odkaz:
https://doaj.org/article/ba2791c1eb8640da8932a35e7b331d9e
Autor:
Christo Dichev, Darina Dicheva
Publikováno v:
International Journal of Educational Technology in Higher Education, Vol 14, Iss 1, Pp 1-36 (2017)
Abstract Gamification of education is a developing approach for increasing learners’ motivation and engagement by incorporating game design elements in educational environments. With the growing popularity of gamification and yet mixed success of i
Externí odkaz:
https://doaj.org/article/4c5113d1a2a344b79fb3eae340faa003
Publikováno v:
International Journal of Serious Games, Vol 6, Iss 3 (2019)
Gamification in education primarily aims at increasing learners’ motivation to engage in given learning activities and thereby promote desired learning behaviors. Despite its potential and the increasing number of gamified systems their success is
Externí odkaz:
https://doaj.org/article/880f15a303b94a3d8aa0c23442cd198b
Publikováno v:
International Journal of Serious Games, Vol 5, Iss 3 (2018)
Gamification of education is still evolving. It lacks systematic studies assessing its effect in different learning contexts. Creating gamified courses is still difficult, since there is a lack of sufficient understanding of how to gamify learning an
Externí odkaz:
https://doaj.org/article/14fdcf4bbade4ae59f459160fad9eb98
Publikováno v:
Lecture Notes in Networks and Systems ISBN: 9783031268755
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::97364335b8d546df0394335c0a7c8da3
https://doi.org/10.1007/978-3-031-26876-2_89
https://doi.org/10.1007/978-3-031-26876-2_89
Publikováno v:
International Journal of Educational Technology in Higher Education, Vol 17, Iss 1, Pp 1-14 (2020)
The majority of user models in gamification are based on user’s gamer personality. However, the motivations driving individuals’ learning behavior differ from their motivations when playing. There is no evidence that learners’ experiences in ga
Autor:
Christo Dichev, Darina Dicheva
Publikováno v:
2022 IEEE Global Engineering Education Conference (EDUCON).
Publikováno v:
Proceedings of the 53rd ACM Technical Symposium on Computer Science Education V. 2.
Publikováno v:
Lecture Notes in Computer Science ISBN: 9783031162893
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::78f9caa626c1c39e533fa8c4675c05b6
https://doi.org/10.1007/978-3-031-16290-9_6
https://doi.org/10.1007/978-3-031-16290-9_6