Academic literature on the topic 'Gamification as out-class strategy'
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Journal articles on the topic "Gamification as out-class strategy"
Irunokhai, E. A., P. N. Meduna, J. O. Adigun, C. A. Jeje, and S. A. Wealth. "Gamification as Catalyst for Enhanced Learning Outcomes in Upper Basic Education in Ilorin Metropolis, Kwara State, Nigeria." Journal of Applied Sciences and Environmental Management 28, no. 11 (2024): 3619–24. https://doi.org/10.4314/jasem.v28i11.15.
Full textLee, Sungha. "Design of Gamification Teaching and Learning Model to Improve Concept Learning and Evaluation of Student Satisfaction in this Class." Korean Association For Learner-Centered Curriculum And Instruction 23, no. 14 (2023): 657–67. http://dx.doi.org/10.22251/jlcci.2023.23.14.657.
Full textJohn, Bindu, and Rintu Thomas. "Gamification as an innovative tool in classroom teaching: Does it enhance learning outcomes and student participation in nursing?" Journal of Education Technology in Health Sciences 10, no. 3 (2024): 57–63. http://dx.doi.org/10.18231/j.jeths.2023.014.
Full textLopes, Walter, Philipy Augusto, Inácia Fernandes, and Charles Madeira. "Proposal for a gamification strategy applied to remote learning." Journal on Interactive Systems 15, no. 1 (2024): 92–103. http://dx.doi.org/10.5753/jis.2024.2700.
Full textVasbieva, Dinara G., and Olga A. Kalugina. "Gamification integration into multilingual classrooms." XLinguae 17, no. 2 (2024): 178–89. http://dx.doi.org/10.18355/xl.2024.17.02.12.
Full textSantiago, Paulo Vitor da Silva, José Rogério Santana, and Maria José Costa Dos Santos. "Strategy for Teaching Numerical Expressions through the Wordwall Platform for EJA Students." Journal of Instructional Mathematics 4, no. 2 (2023): 67–76. http://dx.doi.org/10.37640/jim.v4i2.1778.
Full textPutri, Anindia, Nur Qalbi, and Awalia Azis. "Integrating Gamification Strategy to Stimulate Students' Interest and Motivation on English Lesson at SMP Negeri 26 Makassar." Journal of Computer Interaction in Education 5, no. 2 (2022): 103–18. http://dx.doi.org/10.56983/jcie.v5i2.518.
Full textGaurina, Marija, Anna Alajbeg, and Ivana Weber. "The Power of Play: Investigating the Effects of Gamification on Motivation and Engagement in Physics Classroom." Education Sciences 15, no. 1 (2025): 104. https://doi.org/10.3390/educsci15010104.
Full textLiu, Bin, and Junqing Wang. "Demon or angel: an exploration of gamification in management." Nankai Business Review International 11, no. 3 (2019): 317–43. http://dx.doi.org/10.1108/nbri-02-2018-0013.
Full textHuesca, Gilberto, Gabriela Campos, Mónica Larre, and Claudia Pérez-Lezama. "Implementation of a Mixed Strategy of Gamification and Flipped Learning in Undergraduate Basic Programming Courses." Education Sciences 13, no. 5 (2023): 474. http://dx.doi.org/10.3390/educsci13050474.
Full textDissertations / Theses on the topic "Gamification as out-class strategy"
Chen, Chia Ching, and 陳嘉慶. "A study on the analysis of competitive strategy of Fan-out package industry-Class study on A company." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/08951799687114733292.
Full textBooks on the topic "Gamification as out-class strategy"
Sandler, Corey. Official Sega Genesis and Game Gear strategies, 3RD Edition. Bantam Books, 1992.
Find full textInc, Game Counselor. Game Counselor's Answer Book for Nintendo Players. Microsoft Pr, 1991.
Find full textInc, Game Counsellor, ed. The Game Counsellor's answer book for Nintendo Game players: Hundredsof questions -and answers - about more than 250 popular Nintendo Games. Microsoft Press, 1991.
Find full textOsberg, Lars. Canada’s Middle Class—Forever Further Behind? Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198807032.003.0005.
Full textSucci, Sauro. Out of Legoland: Geoflexible Lattice Boltzmann Equations. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780199592357.003.0023.
Full textLih, Lars T. Lenin and Bolshevism. Edited by Stephen A. Smith. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199602056.013.009.
Full textJaffrelot, Christophe. Gujarat Under Modi. Oxford University Press, 2024. http://dx.doi.org/10.1093/oso/9780197787502.001.0001.
Full textOfficial Sega Genesis and Game Gear Strategies, '94 Edition. Random House, Electronic Publishing, 1993.
Find full textZimmermann, Malte. Predicate Focus. Edited by Caroline Féry and Shinichiro Ishihara. Oxford University Press, 2015. http://dx.doi.org/10.1093/oxfordhb/9780199642670.013.26.
Full textTabak, John. Significant Gestures. Praeger, 2006. http://dx.doi.org/10.5040/9798216014669.
Full textBook chapters on the topic "Gamification as out-class strategy"
Corrado, Federica, Erwin Durbiano, and Gabriella Negrini. "The COVID-19 Effects and the Development Process of Lanzo Valleys in a Metro-Mountain Perspective." In The Urban Book Series. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-33894-6_8.
Full textRavi, Chaitanya, Prasad Pathak, and Poonam Gandhi. "Smart Urbanization in India: Engagement, Participation, and Citizenship in Pune Smart City." In Inclusive Cities and Global Urban Transformation. Springer Nature Singapore, 2025. https://doi.org/10.1007/978-981-97-7521-7_3.
Full textNagesh, Prajwal, Ajay Bailey, Sobin George, and Lekha Subaiya. "Is Namma Metro Age-Inclusive? Everyday Experiences of Transportation Inequalities for Older Adults." In Inclusive Cities and Global Urban Transformation. Springer Nature Singapore, 2025. https://doi.org/10.1007/978-981-97-7521-7_11.
Full textTopal, Murat, and Gozde Sezen-Gultekin. "Gamification in Classroom Management." In Research Anthology on Developments in Gamification and Game-Based Learning. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-3710-0.ch085.
Full textTopal, Murat, and Gozde Sezen-Gultekin. "Gamification in Classroom Management." In Utilizing Technology, Knowledge, and Smart Systems in Educational Administration and Leadership. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1408-5.ch012.
Full textUpchurch, William R., and Susan M. Wildermuth. "“A Spoonful of Game Design Makes the Work-Out More Fun”." In Emerging Research and Trends in Gamification. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-8651-9.ch002.
Full textAmaya Díaz, Inés, and Johnny Bajaña Zaja. "Gamification as a Multimedia Methodology Strategy in the English Language Teaching Process for EFL Learners." In Education and Human Development. IntechOpen, 2023. http://dx.doi.org/10.5772/intechopen.109716.
Full textSendra, Anna, Natàlia Lozano-Monterrubio, Jordi Prades-Tena, and Juan Luis Gonzalo-Iglesia. "Developing a Gameful Approach as a Tool for Innovation and Teaching Quality in Higher Education." In Research Anthology on Developments in Gamification and Game-Based Learning. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-3710-0.ch026.
Full textGao, Chongli, Mingyue Xia, Zhehao Zhang, Yongpeng Han, and Yaxin Gu. "Improving the Brain-Computer Interface Learning Process with Gamification in Motor Imagery: A Review." In Gamification - Analysis, Design and Development [Working Title]. IntechOpen, 2022. http://dx.doi.org/10.5772/intechopen.105715.
Full textLamberti, Laura, and Francesca Tovena. "The Mastermind Game." In Handbook of Research on International Approaches and Practices for Gamifying Mathematics. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-7998-9660-9.ch008.
Full textConference papers on the topic "Gamification as out-class strategy"
Anil Yasin, AR. "GAMIFICATION STRATEGIES IN HIGHER EDUCATION: LEVERAGING PAST IN THE ERA OF PANDEMIC." In The 7th International Conference on Education 2021. The International Institute of Knowledge Management, 2021. http://dx.doi.org/10.17501/24246700.2021.7105.
Full textPàmies Vilà, Rosa, Albert Fabregat Sanjuan, Joan Puig Ortiz, Lluïsa Jordi Nebot, and Antonio Hernández Fernández. "Aplication of a gamification learning system in mechanical engineering studies." In SEFI 50th Annual conference of The European Society for Engineering Education. Universitat Politècnica de Catalunya, 2022. http://dx.doi.org/10.5821/conference-9788412322262.1158.
Full textZapata, Mireya, and Silvia Carvajal. "Gamification in the Teaching-Learning Process for Initial Education Children." In Human Systems Engineering and Design (IHSED 2021) Future Trends and Applications. AHFE International, 2021. http://dx.doi.org/10.54941/ahfe1001138.
Full textSharunova, Alyona, Ahmed Ead, Christopher Robson, Misha Afaq, and Pierre Mertiny. "Blended Learning by Gamification in a Second-Year Introductory Engineering Design Course." In ASME 2018 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2018. http://dx.doi.org/10.1115/imece2018-86879.
Full textTalero-Sarmiento, Leonardo Hernán, Julián A. Durán-Peña, Kevin A. Salcedo-Rugeles, and Sergio M. Garcia-Franco. "The identification of improvement strategies in continuous assessment using sentiment analysis in the Operational Research course." In INNODOCT 2019. Universitat Politècnica de València, 2019. http://dx.doi.org/10.4995/inn2019.2019.10246.
Full textFaqih, M. Vithor Al, Sri Lathifah, and Antomi Saregar. "Gamification model in physics flipped classroom for increasing out-of-class participation." In PROCEEDINGS OF THE TEGAL INTERNATIONAL CONFERENCE ON APPLIED SCIENCES 2022: Applied Science Research Post-Covid-19 Pandemic. AIP Publishing, 2024. http://dx.doi.org/10.1063/5.0200943.
Full textVidal-Lucas, Mª Jose, Eva Antonino-Daviu, David de Andrés-Martínez, et al. "ENGAGING STUDENTS IN OUT-OF-CLASS ACTIVITIES THROUGH GAME-BASED LEARNING AND GAMIFICATION." In International Technology, Education and Development Conference. IATED, 2016. http://dx.doi.org/10.21125/iceri.2016.0834.
Full textMarkopoulos, Panagiotis, and Evangelos Markopoulos. "Addressing the UN 2030 sustainable development agenda and the ESG index with serious games in virtual environments." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003862.
Full textBalutoiu, Maria anca, Alexandru Gradinaru, Alin Moldoveanu, et al. "LIBQUEST - REVITALIZE LIBRARIES AND READING THROUGH GAMIFICATION." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-023.
Full textFellner, Felix, Akiyasu Miyamoto, Christian Joerg, Christoph Kraus, Martin Härtl, and Malte Jaensch. "Applications of an Advanced Multiple Injection Calibration Strategy to Address Future Emission Legislation Challenges." In 16th International Conference on Engines & Vehicles. SAE International, 2023. http://dx.doi.org/10.4271/2023-24-0081.
Full textReports on the topic "Gamification as out-class strategy"
Cunningham, Stuart, Marion McCutcheon, Greg Hearn, Mark Ryan, and Christy Collis. Australian Cultural and Creative Activity: A Population and Hotspot Analysis: Sunshine Coast. Queensland University of Technology, 2020. http://dx.doi.org/10.5204/rep.eprints.136822.
Full textAltstein, Miriam, and Ronald J. Nachman. Rational Design of Insect Control Agent Prototypes Based on Pyrokinin/PBAN Neuropeptide Antagonists. United States Department of Agriculture, 2013. http://dx.doi.org/10.32747/2013.7593398.bard.
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