Academic literature on the topic 'Digital gamification'

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Journal articles on the topic "Digital gamification"

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Laura-De La Cruz, Kevin Mario, Stefany Juliana Noa-Copaja, Osbaldo Turpo-Gebera, Cecilia Claudia Montesinos-Valencia, Silvia Milagritos Bazán-Velasquez, and Gerber Sergio Pérez-Postigo. "Use of gamification in English learning in Higher Education: A systematic review." Journal of Technology and Science Education 13, no. 2 (2023): 480. http://dx.doi.org/10.3926/jotse.1740.

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Digital gamification is a dynamic technique for enhancing English learning and closing the barrier across student learning and pedagogical praxis. The review offers a summary of gamification in digital English learning environments. In addition, this review investigates the learning experiences and outcomes of foreign language students using gamification. For this study, 18 articles published between 2014 and March 2021 were analyzed to highlight the key characteristics of this research topic. Studies have demonstrated the positive effects of gamification on English as a Foreign Language Educa
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Pinto Sandoval, Jesús Andrés. "La gamificación como herramienta para la profesionalización digital docente." Educación y ciencia 12, no. 60 (2024): 108–19. https://doi.org/10.32776/eyc.v12i60.736.

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This article proposes analyze how technological tools, particularly gamification, offer alternatives to develop teachers' digital skills. The main goal is to address the reality of teachers in Mexico in terms of digital skills and their ability to create strategies and activities that align with the needs of education in the digital era, known as Education 4.0. The use of gamification is suggested as a strategy that allows teachers to continue their professional development in the digital field and respond to the needs of students, focusing on their learning process. Additionally, the challeng
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Seeletse, Solly Matshonisa, Lisma Meilia Wijayanti, Syamsul Muqorrobin, and Ayi Abdurahman. "Gamification in Education: Enhancing Student Engagement in the Digital Age." Assoeltan: Indonesian Journal of Community Research and Engagement 2, no. 2 (2024): 21–32. https://doi.org/10.70610/edujavare.v2i2.796.

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The integration of gamification in education has emerged as a promising approach to enhance student engagement and motivation, particularly in the digital age. However, despite its growing popularity, concerns persist about its long-term effectiveness and alignment with educational objectives. This study aims to explore the impact of gamification on student engagement and learning outcomes in a secondary school setting while also addressing potential challenges in its implementation. A qualitative case study design was used, employing semi-structured interviews with students and teachers, clas
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Prihationo, Krismassion, and A. Sobandi. "The Role of Gamification in Digital Workforce Training: A Case Study of Knowledge Retention and Engagement in Cloud Computing Training Course." Eduvest - Journal of Universal Studies 5, no. 6 (2025): 6055–66. https://doi.org/10.59188/eduvest.v5i6.50124.

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Indonesia’s Digital Talent Scholarship (DTS) program aims to enhance digital workforce readiness but struggles with sustaining engagement and knowledge retention in online training. While gamification (e.g., badges, leaderboards) has shown promise in education, its effectiveness in professional training and across diverse regional contexts remains unclear. This study examines how gamification elements influence engagement and retention in DTS’s Cloud Computing course, while assessing regional variations in outcomes. A quasi-experimental design compared 1,200 participants (gamified vs. standard
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Pasca, Maria Giovina, Maria Francesca Renzi, Laura Di Pietro, and Roberta Guglielmetti Mugion. "Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review." Journal of Service Theory and Practice 31, no. 5 (2021): 691–737. http://dx.doi.org/10.1108/jstp-05-2020-0094.

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PurposeThe present study aims to synthesize and conceptualize, through a systematic literature review (SLR), the current state of gamification knowledge in the tourism and hospitality (T&H) sector, providing a roadmap for future research recommendations for service research and practice.Design/methodology/approachThe research is based on a systematic literature review and adopts a systematic quantitative approach to summarize existing evidence on gamification usage in the T&H sector, focusing on relevant service literature on gamification. The authors analyze 36 papers published betwee
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Anggraeni, Sri Wulan, Dadang Sunendar, and Isah Cahyani. "Gamification as an Innovation in Enhancing Language Skills in the Digital Era." KnE Social Sciences 10, no. 12 (2025): 18–28. https://doi.org/10.18502/kss.v10i12.18857.

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This study explores trends in the gamification of language learning by analyzing 33 publications indexed in Scopus (2016–2024) using bibliometric methods. The results reveal a significant increase in publications, peaking in 2023, reflecting a growing academic interest. Gamification, through elements like rewards and leaderboards, broost student motivation and engagement, enhanced by virtual reality (VR) and augmented reality (AR) technologies. However, challenges such as long-term impact and technological limitations, especially in developing countries, remain. The study calls for further res
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Sam-Epelle, Ibelema, Olakunle Olayinka, and Peter Jones. "The Evolution of Enterprise Gamification in the Digital Era and the Role of Value-Based Models." Sustainability 14, no. 15 (2022): 9251. http://dx.doi.org/10.3390/su14159251.

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Gamification’s adoption in the enterprise today is on the rise and provides benefits such as customer loyalty and increased employee engagement. In this article, the use of gamification in the enterprise is assessed in seeking to understand how fully gamified systems differ from related concepts such as toys, playful designs, and serious games. Given the increasing interest in enterprise gamification, it is useful to evaluate how it has evolved and its acceptance via a multidisciplinary lens. It is also critical to assess frameworks and approaches applied in understanding the trend. The curren
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Salim, Christopher, Aldi Ilham Firdaus, and Nopriadi Saputra. "Pengaruh digital engagement dan gamifikasi terhadap work engagement karyawan yang bekerja di Jakarta dan Tangerang." Jurnal Akuntansi, Keuangan, dan Manajemen 1, no. 4 (2020): 265–86. http://dx.doi.org/10.35912/jakman.v1i4.45.

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Purpose: The purpose of this study was to determine the level and the effect of digital engagement and gamification on work engagement of employees who work in Jakarta and Tangerang. Research methodology: This research used descriptive, comparative and associative methods. It used primary data through the questionnaire distribution with 401 respondents of employees who work in Jakarta and Tangerang. This study used multiple regression techniques as the data analysis technique. Results: The results of the study indicate that digital engagement has no influence on work engagement, but gamificati
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Wael Abbass Hafez, Dina, Mohamed Abd El Salam, Shimaa Farid, and Mahmoud Farouk. "The impact of gamification intention to use in e-learning through student attitude: evidence from Egyptian Private Higher Education Institutions (HIEs)." SocioEconomic Challenges 7, no. 2 (2023): 67–77. http://dx.doi.org/10.21272/sec.7(2).67-77.2023.

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The COVID-19 pandemic has forced many universities to move to online learning to sustain students’ education. Today’s Students are digital natives. They grew up with digital technologies and have different learning styles, new attitude to the learning process and higher requirements for teaching and learning. Indeed, there is a need to develop new e-learning models that transform education to sustain goals and achieve education’s objectives. Modern pedagogical paradigms and trends in education, reinforced by the use of ICT, create prerequisites for use of new approaches and techniques in order
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Di Nardo, Vincenzo, Riccardo Fino, Marco Fiore, Giovanni Mignogna, Marina Mongiello, and Gaetano Simeone. "Usage of Gamification Techniques in Software Engineering Education and Training: A Systematic Review." Computers 13, no. 8 (2024): 196. http://dx.doi.org/10.3390/computers13080196.

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Gamification, the integration of game design elements into non-game contexts, has gained prominence in the software engineering education and training realm. By incorporating elements such as points, badges, quests, and challenges, gamification aims to motivate and engage learners, potentially transforming traditional educational methods. This paper addresses the gap in systematic evaluations of gamification’s effectiveness in software engineering education and training by conducting a comprehensive literature review of 68 primary studies. This review explores the advantages of gamification, i
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Dissertations / Theses on the topic "Digital gamification"

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Arvidsson, Malin, and Mattias Liljegren. "Gamification : Hur spelerfarenhet påverkar gamifications motiverandeeffekt inom skolan." Thesis, Mittuniversitetet, Institutionen för data- och systemvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-43253.

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The purpose of the study is to investigate how digitalgaming experience affects how motivated studentsbecome by gamification and whether there is anydifference in motivation that is experienced whetherplaying or not in leisure.There was no clear connection on the motivation withinthe different game groups of the result. The resultshowed that some elements motivated more than othersand those that motivated the groups most were points,levels and quests
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Hammarström, Sara, and Jonne Wikberg. "Gamification - digital design för att motiveralärande." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-29438.

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Blended learning blir allt vanligare inom högskoleutbildningar och majoriteten av kurser äridag kopplade till onlineportaler. För att enkelt kombinera klassrumsundervisning medonline learning används olika learning management system (LMS). Lärare kan dock intealltid förlita sig på att studenterna har en inre motivation och entusiasm till att lära, det finnsdock möjligheter att påverka den inre motivationen med hjälp av yttre faktorer. Medgamification används yttre motiverande faktorer för att skapa en rolig och engagerandemiljö utan att påverka studiernas trovärdighet. Gamification innebär att
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GUSTAFSSON, ISAC, and ERIK EDBERG. "Speech therapy and digital gamification services - Investigating the receptivity to digital gamification services within speech therapy treatment." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-224163.

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Schöbel, Sofia [Verfasser]. "Exploring gamification in digital learning environments : conceptual and empirical foundations for gamification designs / Sofia Schöbel." Kassel : kassel university press c/o Universität Kassel - Universitätsbibliothek, 2021. http://d-nb.info/1231373431/34.

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Hiot, Clarisse, and Florian Baguette. "The use of Gamification in Marketing." Thesis, Högskolan i Halmstad, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-22528.

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Fischer, Helge, Corinna Lehmann, Hélena Gottschalk, Josefin Müller, and Matthias Heinz. "Parcours on Gamification - Ein Train-the-Trainer- Konzept zur Steigerung der Gamification-Readiness." TUDpress, 2020. https://tud.qucosa.de/id/qucosa%3A73898.

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Der Parcours on Gamification (PonG) ist ein gamifiziertes Train-the-Trainer-Konzept und adressiert die Zielgruppe der Pädagoginnen und Pädagogen. PonG verfolgt das Ziel, die Lernmotivation durch den Einsatz von Gamification(elementen) zu steigern und hierdurch einen erhöhten Lernoutput sowie eine individuelle Lernerfahrung zu ermöglichen. Anhand gamifizierter Stationen wird in PonG den Teilnehmenden das Thema Gamification nähergebracht, es werden Einsatzszenarien betrachtet ebenso wie das pädagogische Mindset, Gamification-Readiness, das es für die Entwicklung und Ausführung eines kreativen Le
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Andersson, Maja, and Åsa Blomgren. "I begynnelsen av ett digitalt kretslopp : En studie om att lansera och kommunicera en digital tjänst." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-74750.

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Problemformulering: Den digitala marknaden är expansiv, att introducera en ny produkt på marknaden är därför kritisk, lanseringen är ett avgörande moment. Lanseringen är ofta påkostad, men delges inte tillräckligt med intresse. Marknadsintroduktion av gamifications fallerar vanligtvis av den orsak att förståelse för användaren är undermålig. Syfte: Studien syftar till att bidra med ökad förståelse för hur en lanseringsstrategi för en digital plattform, vilken grundas på en gamification, kan se ut på den svenska marknaden. Metod: Studien utgår från ett hermeneutistiskt
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Gudkova, N. "Gamification in the context of special purpose foreign language teaching." Thesis, Національний авіаційний університет, 2020. https://er.knutd.edu.ua/handle/123456789/15161.

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Teachers of foreign languages equated successful learning of a language with memorizing texts, focused on studying books. Today many educators are proponents of exciting interactive activities. With the rapid development of the Internet, the possibilities of using computer technology for teaching and learning a foreign language appeared. In classes equipped with Internet technologies, students have access to numerous information. The Internet technologies contribute to the study, comparison, contrasting and development of knowledge of the language and culture being studied. Online communicatio
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O'Donnell, Nicholas. "Narrative gamification of online civic interactions." Thesis, Queensland University of Technology, 2021. https://eprints.qut.edu.au/213590/1/Nicholas_O%27Donnell_Thesis.pdf.

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This thesis presents a conceptual framework for the meaningful gamification of online civic interactions and demonstrates how narrative gamification can be incorporated into these interactions to make them more valuable and more meaningful experiences for citizens. The thesis reports the results of three online quantitative studies that identified the impact narrative gamification has on a range of measures for the user experience of motivation and meaningfulness. These studies ascertained that different doses of narrative gamification do have different effects on the user experience; and dete
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Sundqvist, Christoffer, and Joakim Djuvfeldt. "Digital Inlärningsportal: Ett mer intressant sätt att lära sig." Thesis, Karlstads universitet, Institutionen för matematik och datavetenskap (from 2013), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-74324.

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This essay describes the implementation of a websolution where gamification is applied. The purpose of the websolution is to create a more interesting platform where the focus is education and information sharing between the company's employees. The websolution have the possibility for administrators to create articles which can be linked to quizzes and such. The articles are shown on a newspage which is available for everyone employed at the company. Each article is linked with a quiz or such that the employees can do. To create a feeling of gamification the scores are stored and displayed on
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Books on the topic "Digital gamification"

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Freyermuth, Gundolf S., Lisa Gotto, and Fabian Wallenfels. Serious Games, Exergames, Exerlearning: Zur Transmedialisierung und Gamification des Wissenstransfers. Transcript, 2013.

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Digital Games and Gamification in Education: Digital Games and Gamification in Education. ISTES Organization, 2023.

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Dowling, David O. The Gamification of Digital Journalism. Routledge, 2020. http://dx.doi.org/10.4324/9780429021701.

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Dowling, David O. Gamification of Digital Journalism: Innovation in Journalistic Storytelling. Taylor & Francis Group, 2020.

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Dowling, David O. Gamification of Digital Journalism: Innovation in Journalistic Storytelling. Taylor & Francis Group, 2020.

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Dowling, David O. Gamification of Digital Journalism: Innovation in Journalistic Storytelling. Taylor & Francis Group, 2020.

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Dowling, David O. Gamification of Digital Journalism: Innovation in Journalistic Storytelling. Taylor & Francis Group, 2020.

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L'immagine videoludica: Cinema e media digitali verso la gamification. Ipermedium libri, 2015.

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Freyermuth, Gundolf S., Lisa Gotto, and Fabian Wallenfels. Serious Games, Exergames, Exerlearning: Zur Transmedialisierung und Gamification des Wissenstransfers. Transcript Verlag, 2014.

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Jabbari, Nasser, and Peterson Mark. Digital Games in Language Learning: Case Studies and Applications. Routledge, 2022.

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Book chapters on the topic "Digital gamification"

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Cantuni, Rubens. "Gamification." In Designing Digital Products for Kids. Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6287-0_5.

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Rennie, Frank, and Keith Smyth. "Gamification." In Digital Learning: The Key Concepts, 2nd ed. Routledge, 2019. http://dx.doi.org/10.4324/9780429425240-88.

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Martens, Alke, and Wolfgang Müller. "Gamification." In Handbook of Digital Games and Entertainment Technologies. Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-4560-50-4_66.

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Martens, Alke, and Wolfgang Müller. "Gamification." In Handbook of Digital Games and Entertainment Technologies. Springer Singapore, 2015. http://dx.doi.org/10.1007/978-981-4560-52-8_66-1.

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Chakraborty, Madhurima, and and V. Ambedkar. "Gamification." In Transformative Digital Technology for Disruptive Teaching and Learning. Auerbach Publications, 2024. http://dx.doi.org/10.1201/9781032675176-8.

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Kumar, Narendra, Tamisha, and Sheetal Prajapati. "Gamification." In Transformative Digital Technology for Disruptive Teaching and Learning. Auerbach Publications, 2024. http://dx.doi.org/10.1201/9781032675176-10.

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Fuchs, Mathias. "Subversive Gamification." In Playful Disruption of Digital Media. Springer Singapore, 2018. http://dx.doi.org/10.1007/978-981-10-1891-6_12.

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Dawson, Catherine. "Research gamification." In A–Z of Digital Research Methods. Routledge, 2019. http://dx.doi.org/10.4324/9781351044677-48.

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Cedrola, Elena, and Marta Giovannetti. "Fashion and Gamification." In Digital Transformation for Fashion and Luxury Brands. Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-35589-9_20.

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Schlag, Ruben, Michael Sailer, Daniel Tolks, Manuel Ninaus, and Maximilian Sailer. "Effectiveness of gamification in education." In Designing Effective Digital Learning Environments. Routledge, 2024. http://dx.doi.org/10.4324/9781003386131-15.

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Conference papers on the topic "Digital gamification"

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Božić, Ana Vrcelj, Nataša Hoić-Božić, Martina Holenko Dlab, Kristian Stančin, and Tomislav Jagušt. "Analysis of the Gamification Aspects of Digital Educational Tools Using Gamification Classification." In 2024 International Conference on Software, Telecommunications and Computer Networks (SoftCOM). IEEE, 2024. http://dx.doi.org/10.23919/softcom62040.2024.10721650.

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Elizondo-Noriega, Armando, Tecilli Tapia-Tlatelpa, Carolina Alcantar-Nieblas, et al. "Enhancing Student Knowledge Confidence Through Digital Gamification in Engineering." In 2025 IEEE Global Engineering Education Conference (EDUCON). IEEE, 2025. https://doi.org/10.1109/educon62633.2025.11016296.

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Qinthari, Nafisah Faza, Sunu Wibirama, and Ridi Ferdiana. "A Systematic Literature Review of Personalized Gamification Research Methods." In 2024 2nd International Symposium on Information Technology and Digital Innovation (ISITDI). IEEE, 2024. https://doi.org/10.1109/isitdi62380.2024.10795944.

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Kamil, Husnil, and Suci Ramadewi Lasmana. "Development of Gamification for Student Participation Management Information System." In 2024 2nd International Symposium on Information Technology and Digital Innovation (ISITDI). IEEE, 2024. https://doi.org/10.1109/isitdi62380.2024.10796339.

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Kaur, Navleen, Swaralipi Saha, Lakshay Jindal, Vedant Patil, Saksham Gupta, and Parre Sravan Kumar. "Gamifying Finance: Enhancing User Engagement and Financial Literacy through Digital Gamification." In 2024 International Conference on Intelligent & Innovative Practices in Engineering & Management (IIPEM). IEEE, 2024. https://doi.org/10.1109/iipem62726.2024.10925761.

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Titania, Fani Nabila. "Gamifying EFL classrooms: Unveiling teacher perspectives and practices in a digital age." In XXnd International CALL Research Conference. Castledown Publishers, 2024. http://dx.doi.org/10.29140/9780648184485-43.

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In recent years, gamification has gained prominence as a transformative approach to enhance student engagement and motivation in EFL classrooms. This study delves into the specific gamification techniques employed by EFL educators and explores their perceptions, obstacles, and proficiency in utilizing gamified methodologies. The research employs a descriptive approach, incorporating self-written reflections and focus group discussion interviews with EFL teachers. This methodology allows for a comprehensive examination of gamification practices in EFL instruction, offering valuable insights int
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Ntelia, Renata Elizampetta. "Merits of Gamification." In FDG 2023: Foundations of Digital Games 2023. ACM, 2023. http://dx.doi.org/10.1145/3582437.3582464.

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Prosvirina, Natalya, and Alexey Tikhonov. "Gamification: Digital technologies in management." In PROCEEDINGS OF THE 1ST INTERNATIONAL CONFERENCE ON FRONTIER OF DIGITAL TECHNOLOGY TOWARDS A SUSTAINABLE SOCIETY. AIP Publishing, 2023. http://dx.doi.org/10.1063/5.0136446.

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O'Donnell, Nicholas. "Gamification of Government Digital Transactions." In CHI PLAY '17: The annual symposium on Computer-Human Interaction in Play. ACM, 2017. http://dx.doi.org/10.1145/3130859.3133224.

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Ogi, Tetsuro, Kenichiro Ito, and Go Nakada. "Healthcare Digital Signage Using Gamification Method." In 2015 18th International Conference on Network-Based Information Systems (NBiS). IEEE, 2015. http://dx.doi.org/10.1109/nbis.2015.76.

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Reports on the topic "Digital gamification"

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Prasad, Rajeev Ram. Physiotherapy, Gamification and Digital Therapeutics. Iowa State University, 2024. http://dx.doi.org/10.31274/cc-20240624-1123.

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Voloshynov, Serhii A., Halyna V. Popova, Alona Y. Yurzhenko, and Ekaterina O. Shmeltser. The use of digital escape room in educational electronic environment of maritime higher education institutions. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3869.

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The paper is tended to investigate the gamification activities use in educational electronic environment of maritime higher education institutions. Gamification methods with examples are described (gamification testing, QR Code quest, storytelling and escape room). Comparative characteristic of traditional learning and learning using gamification in educational electronic environment is given in the article according to different criteria: the place and role of teacher or students in the learning process; type of information communication; methods of training; equipment; level of freedom of th
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Pinchuk, O. P., V. A. Tkachenko, and O. Yu Burov. AV and VR as Gamification of Cognitive Tasks. CEUR Workshop Proceedings, 2019. http://dx.doi.org/10.33407/lib.naes.718697.

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The paper presents a comparative analysis of the functionality of mobile applications of the augmented reality Da Vinci Machines AR, Electricity AR, Bridges AR, Geometry, the collection of VR models VictoryVR Science Curriculum and the digital collection Mozaik. The possibility of using these tools for educational purposes is explored, in particular, to construct cognitive tasks for students during the study of subjects in the natural and mathematical cycle. The indicated shortcomings are stated, didactic requirements for such educational activities are formulated. Among others, attention is f
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Strutynska, Oksana V., Grygoriy M. Torbin, Mariia A. Umryk, and Roman M. Vernydub. Digitalization of the educational process for the training of the pre-service teachers. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4437.

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According to the Development Concept of the Digital Economy and Society in Ukraine, the priority of this area is to develop a substantial national policy on digitalization of education, as this is the key part of the education reform in Ukraine. For this reason, universities should firstly take into account the particularities of teaching the current generation of students and the needs of the digital society as a whole. This paper considers the process of transition from informatization to digitalization in society, implementation of digital support for the educational process in the universi
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Kaharevic, Ahmed, and Elin Wihlborg. Fler sidor av digital medieanvändning bland unga i bostadsområden med socioekonomiska utmaningar: En forskningsöversikt och diskussion om metoder genomförd på uppdrag av Statens medieråd. Linköping University Electronic Press, 2024. http://dx.doi.org/10.3384/dino-2023.2.

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Medieanvändning är uttryck för demokratiskt deltagande, och fria samt opartiska medier blir därför en förutsättning för att vår demokrati ska kunna fungera. Idag, när samhället blir alltmer digitalt, är det väsentligt att gemensamma och offentliga värden upprätthålls. I hållbara demokratier behöver alla medborgare därför ha såväl möjligheter som lämplig kompetens att ta del av dessa medier. Nya digitala medier används allt mer och blir därför mer betydelsefulla för kunskap om och dialog kring demokrati, särskilt bland ungdomar Flera tidigare studier har visat att ungdomars medieanvändning och
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