Zobrazeno 1 - 10
of 1 442
pro vyhledávání: '"Gamified"'
Autor:
Jewoong Moon, Laura McNeill, Christopher Thomas Edmonds, Seyyed Kazem Banihashem, Omid Noroozi
Publikováno v:
International Journal of Educational Technology in Higher Education, Vol 21, Iss 1, Pp 1-36 (2024)
Abstract This study explored the dynamics of students' knowledge co-construction in an asynchronous gamified environment in higher education, focusing on peer discussions in college business courses. Utilizing epistemic network analysis, sequence pat
Externí odkaz:
https://doaj.org/article/49de9fc1130a4ffdb824ce55ef0e44b8
Autor:
Ioana MUDURE-IACOB
Publikováno v:
Studia Universitatis Babeş-Bolyai. Philologia, Vol 69, Iss 4 (2024)
Game-Mode Activated: Building Communities of Practice through Digital Escape Rooms as ESP Teaching and Learning Tools. The paper aims to explore the creative potential and practical use of digital escape rooms as innovative and multimodal tools for t
Externí odkaz:
https://doaj.org/article/6015263aa07d4afbb878a59f6c476583
Publikováno v:
Annals of Medicine, Vol 56, Iss 1 (2024)
AbstractIntroduction Dose (number of repetitions) has been suggested as a key element in the effectiveness of rehabilitation exercises to promote motor recovery of the hemiparetic upper limb. However, rehabilitation exercises tend to be monotonous an
Externí odkaz:
https://doaj.org/article/85decb1484e94924b2548e656137edc3
Autor:
Cheng, Sihan, Cao, Cong
Publikováno v:
Industrial Management & Data Systems, 2024, Vol. 124, Issue 4, pp. 1437-1462.
Externí odkaz:
http://www.emeraldinsight.com/doi/10.1108/IMDS-12-2022-0753
Publikováno v:
Asian-Pacific Journal of Second and Foreign Language Education, Vol 9, Iss 1, Pp 1-18 (2024)
Abstract While gamified technology integration in vocabulary instruction within a flipped classroom has yielded beneficial teaching outcomes, specific studies have raised concerns about potential adverse effects linked to this approach. As a result,
Externí odkaz:
https://doaj.org/article/e1a5e356bab74e65b49d04b79d3080f8
Publikováno v:
علوم تربیتی از دیدگاه اسلام, Vol 12, Iss 25, Pp 37-54 (2024)
The aim of the present study was to investigate the impact of conceptual learning in Quran education based on the escape room game on the academic engagement of third-grade elementary school students. The research method was a semi-experimental prete
Externí odkaz:
https://doaj.org/article/157f2df252da473aad38a154c90324c6
Publikováno v:
Encyclopedia, Vol 4, Iss 2, Pp 672-681 (2024)
Game-based learning refers to an educational approach where games (digital or analogue) are used in order to engage students in interactive and immersive experiences designed to teach specific concepts, skills or subjects. Gamification refers to the
Externí odkaz:
https://doaj.org/article/a3714102b2d24266a346dbe1c329f10c
Publikováno v:
Building Healthy Academic Communities Journal, Vol 8, Iss 1, Pp 38-53 (2024)
Background: Investment in campus recreation has well-documented benefits, and the need for improved health and wellness also extends beyond students. Creating a campus culture that values health and well-being can be transformative for the health of
Externí odkaz:
https://doaj.org/article/7102f80124dc44e99c1759d12fdc3194
Autor:
Hongfeng Zhang, Fanbo Li
Publikováno v:
Heliyon, Vol 10, Iss 18, Pp e36485- (2024)
In the post-epidemic era, gamification is widely recognized for its potential to enhance the asynchronous nature of college students' online learning interactions and mitigate efficiency deficits. However, the intrinsic structure and core conditions
Externí odkaz:
https://doaj.org/article/bbb47ee42bf646b7af3b5b0be46fe0b0