Zobrazeno 1 - 10
of 20
pro vyhledávání: '"Gamification. motivation"'
Autor:
Sazan Saidgul, Fakhir Mohammed
Publikováno v:
گۆڤارا زانستێن مرۆڤایەتی یا زانكۆیا زاخۆ, Vol 12, Iss 3 (2024)
The current study investigates the effect of gamification (i.e., Duolingo) on students' motivation and engagement toward learning English. Gamification incorporates game elements into non-game contexts like education to increase user engagement. By u
Externí odkaz:
https://doaj.org/article/57f931579a964a5888fcb9a621bf8295
Autor:
Jaimes, Diana Carolina López
LA GAMIFICACIÓN COMO ESTRATEGIA PARA MEJORAR LOS PROCESOS DE APRENDIZAJE EN EDUCACIÓN SUPERIOR GAMIFICATION AS A STRATEGY TO IMPROVE LEARNING PROCESSES IN HIGHER EDUCATION Diana Carolina López Jaimes35 Fecha recibida: 01/09/2021 Fecha aprobado: 23
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::4d69971f7359377e172d23adbea163d5
Autor:
Aldina, Siti Nurliati, Maulana, Arris
Publikováno v:
Jurnal Pendidikan Teknik Bangunan; Vol 3, No 1 (2023): Jurnal Pendidikan Teknik Bangunan; 21-32
This study aims to determine what gamification is suitable for use in hydrology courses based on the learning motivation of students of Building Engineering Education, Jakarta State University, which can be used as a reference in developing hydrology
Autor:
Lombardi, Ivan
Publikováno v:
Educazione Linguistica Language Education, Vol 4, Iss 3, Pp - (2015)
Fukudai Hero is a gamified English class running at the University of Fukui, Japan. To gamify a class means to apply game dynamics to enhance students’ engagement and motivation. In FH students play the role of trainee heroes in Fukudai – a fanta
Externí odkaz:
https://doaj.org/article/5b0be438c6e643f8b23876799387f8bb
Akademický článek
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Autor:
Duran Oliver, Jaume
Publikováno v:
UPCommons. Portal del coneixement obert de la UPC
Universitat Politècnica de Catalunya (UPC)
Universitat Politècnica de Catalunya (UPC)
El present treball fa un estudi sobre l'aplicació de metodologies innovadores en educació que giren entorn del joc, l'Aprenentatge Basat en Jocs (ABJ) i la gamificació, aquestes metodologies persegueixen l'objectiu de millorar la motivació en l'a
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=dedup_wf_001::9b22d42e2a8225d471807d2c895e4c0f
http://hdl.handle.net/2117/355676
http://hdl.handle.net/2117/355676
Autor:
Almache Granda Gabriela Katherine, Julio Ernesto Mora Aristega, Erika Paola Garcia Leon, Mary Thalia Cifuentes Rojas
Publikováno v:
Journal of Science and Research: Revista Ciencia e Investigación; Vol 5 No CININGEC (2020): I CONGRESO INTERNACIONAL DE INVESTIGACIÓN, INNOVACIÓN Y GESTIÓN DEL CONOCIMIENTO; 562-577
Journal of Science and Research: Revista Ciencia e Investigación. ISSN 2528-8083; Vol. 5 Núm. CININGEC (2020): I CONGRESO INTERNACIONAL DE INVESTIGACIÓN, INNOVACIÓN Y GESTIÓN DEL CONOCIMIENTO; 562-577
Journal of Science and Research: Revista Ciencia e Investigación. ISSN 2528-8083; Vol. 5 Núm. CININGEC (2020): I CONGRESO INTERNACIONAL DE INVESTIGACIÓN, INNOVACIÓN Y GESTIÓN DEL CONOCIMIENTO; 562-577
Education First (2019) reported that there has been a consistent very low English proficiency in Ecuadorian learners, whose score was 46.57 out of 100. Similarly, some findings done in Ecuador have evidenced the necessity to contribute to the speakin
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::d90ba6b735946ffc3f3d873bb10bd451
Autor:
Huseyin Bicen, Senay Kocakoyun
Publikováno v:
International Journal of Emerging Technologies in Learning (iJET), Vol 13, Iss 02, Pp 72-93 (2018)
A novel learning experience that increases student motivation can be created in a learning environment that includes a gamification approach to assess competence. Student views on gamification were surveyed to determine the best application of this m
Publikováno v:
International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 21 (2021); pp. 22-36
International Journal of Interactive Mobile Technologies, Vol 15, Iss 21, Pp 22-36 (2021)
International Journal of Interactive Mobile Technologies, Vol 15, Iss 21, Pp 22-36 (2021)
Gamification has become a new trend in learning in the 21st century, by utilizing technology with game elements to change behavior and support learning outcomes. However, few researchers have focused on the comprehensive impact of gamification in hel
Autor:
Bardwell, Tina
This study was a quantitative, quasi-experimental study, comparing 4 classes, studying an 8th grade science unit in a gamified classroom within a suburban middle school. A “Leveling Up” intervention was used in a gamified classroom with the exper