Academic literature on the topic 'Gamification case studies'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Gamification case studies.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Journal articles on the topic "Gamification case studies"
Klemke, Roland, Alessandra Antonaci, and Bibeg Limbu. "Designing and Implementing Gamification: GaDeP, Gamifire, and applied Case Studies." International Journal of Serious Games 7, no. 3 (September 25, 2020): 97–129. http://dx.doi.org/10.17083/ijsg.v7i3.357.
Full textBuheji, Mohamed. "Gamification Techniques to Re-Invent Public Healthcare Services – A Case Study." International Journal of Human Resource Studies 9, no. 2 (June 4, 2019): 339. http://dx.doi.org/10.5296/ijhrs.v9i2.14888.
Full textJoensuu, Kosti, and Sanna Ryynänen. "The Significance of the Hermeneutics of Play for Gamification." International Journal of Innovation in the Digital Economy 10, no. 3 (July 2019): 13–23. http://dx.doi.org/10.4018/ijide.2019070102.
Full textRosmansyah, Yusep, Isdiyanto Isdiyanto, Ariq Bani Hardi, and Atina Putri. "Using gamification for engaging surveyors: a case study in Statistics Indonesia." Interactive Technology and Smart Education 17, no. 4 (March 9, 2020): 377–91. http://dx.doi.org/10.1108/itse-08-2019-0042.
Full textWang, Fan, Yanli Wang, and Xia Hu. "Gamification Teaching Reform for Higher Vocational Education in China: A case study on Layout and Management of Distribution Center." International Journal of Emerging Technologies in Learning (iJET) 12, no. 09 (September 27, 2017): 130. http://dx.doi.org/10.3991/ijet.v12i09.7493.
Full textDubbels, Brock. "Gamification, Serious Games, Ludic Simulation, and other Contentious Categories." International Journal of Gaming and Computer-Mediated Simulations 5, no. 2 (April 2013): 1–19. http://dx.doi.org/10.4018/jgcms.2013040101.
Full textLeväsluoto, Johanna, Jouko Heikkilä, Joona Tuovinen, and Kaupo Viitanen. "Gamification as an Enabler of Mutual Learning in Complex Health Care Systems." International Journal of E-Services and Mobile Applications 8, no. 4 (October 2016): 35–47. http://dx.doi.org/10.4018/ijesma.2016100103.
Full textTrees, Lauren. "Encouraging millennials to collaborate and learn on the job." Strategic HR Review 14, no. 4 (August 10, 2015): 118–23. http://dx.doi.org/10.1108/shr-06-2015-0042.
Full textAfshar Jalili, Yasha. "I rather share my knowledge." VINE Journal of Information and Knowledge Management Systems 50, no. 2 (October 18, 2019): 203–17. http://dx.doi.org/10.1108/vjikms-04-2019-0052.
Full textVillasana, María Vanessa, Ivan Miguel Pires, Juliana Sá, Nuno M. Garcia, Maria Canavarro Teixeira, Eftim Zdravevski, Ivan Chorbev, and Petre Lameski. "Promotion of Healthy Lifestyles to Teenagers with Mobile Devices: A Case Study in Portugal." Healthcare 8, no. 3 (September 2, 2020): 315. http://dx.doi.org/10.3390/healthcare8030315.
Full textDissertations / Theses on the topic "Gamification case studies"
Sanchi, Piero. "Gamification e Storytelling: stato dell’arte e casi di studio." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/21580/.
Full textEriksson, Anna. "Ett intranät i tiden : Kan ett intranät i en kommun spelifieras, vad är viktigast för användarna?" Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76936.
Full textBooks on the topic "Gamification case studies"
Gibbons, William. Gamifying Classical Music. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190265250.003.0011.
Full textBook chapters on the topic "Gamification case studies"
Sénécal, Simon, Nedjma Cadi, Marlène Arévalo, and Nadia Magnenat-Thalmann. "Modelling Life Through Time: Cultural Heritage Case Studies." In Mixed Reality and Gamification for Cultural Heritage, 395–419. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-49607-8_16.
Full textWinoto, Pinata, and Tiffany Y. Tang. "From Market Place to Collusion Detection: Case Studies of Gamification in Education." In Gamification in Education and Business, 277–90. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-10208-5_14.
Full textSpitz, Rejane, Francisco Queiroz, Clorisval Pereira, Leonardo Cardarelli Leite, Marcelo P. Ferranti, and Peter Dam. "Do You Eat This? Changing Behavior Through Gamification, Crowdsourcing and Civic Engagement." In Design, User Experience, and Usability: Users, Contexts and Case Studies, 67–79. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91806-8_6.
Full textde Souza Filho, José Cezar, Ingrid Teixeira Monteiro, and Paulyne Matthews Jucá. "Game for PLAYability Heuristic Evaluation (G4H-PLAY): Adapting G4H Gamification to Allow the Use of Playability Heuristics." In Design, User Experience, and Usability. Practice and Case Studies, 68–84. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-23535-2_5.
Full textMoseley, Alex. "A Case for Integration." In Gamification, 1865–80. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch094.
Full textHauge, Jannicke Baalsrud, Elizabeth Boyle, Igor Mayer, Rob Nadolski, Johann C. K. H. Riedel, Pablo Moreno-Ger, Francesco Bellotti, Theodore Lim, and James Ritchie. "Study Design and Data Gathering Guide for Serious Games' Evaluation." In Gamification, 425–51. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch021.
Full textMavridis, Apostolos, Thrasyvoulos Tsiatsos, and Theodouli Terzidou. "Designing and Deploying 3D Collaborative Games in Education." In Gamification in Education, 89–106. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-5198-0.ch005.
Full textFerrell, Jared Z., Jacqueline E. Carpenter, E. Daly Vaughn, Nikki M. Dudley, and Scott A. Goodman. "Gamification of Human Resource Processes." In Emerging Research and Trends in Gamification, 108–39. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-8651-9.ch006.
Full textCarvalho, Yvonne Costa, Giordano Ribeiro Eulalio Cabral, and Veronica Teichrieb. "Beyond the Fun." In Handbook of Research on Immersive Digital Games in Educational Environments, 374–404. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-5790-6.ch014.
Full textMcKain, Danielle. "Independent E-Learning." In Opening Up Education for Inclusivity Across Digital Economies and Societies, 120–36. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7473-6.ch006.
Full textConference papers on the topic "Gamification case studies"
Kurnianto, Arik, and Ferric Limano. "Visual representation of character of wayang kulit purwa in the wayang-based games: Case studies of Kurusetra and Mahabarat warrior games." In 2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG). IEEE, 2016. http://dx.doi.org/10.1109/icggag.2016.8052666.
Full textTenório, Kamilla, Diego Dermeval, and Alan Pedro da Silva. "Gamification Analytics Model for Teachers." In Workshops do Congresso Brasileiro de Informática na Educação. Sociedade Brasileira de Computação, 2020. http://dx.doi.org/10.5753/cbie.wcbie.2020.72.
Full textSyafi’udin, Habib, Nova, and Dedi Kuswandi. "Problem-Based Learning with the Gamification Approach in Ecopedagogy for Children Aged 4–7 Years: A Case Study of Kampung Kramat Malang, Indonesia." In International Conference on Social Studies and Environmental Issues (ICOSSEI 2019). Paris, France: Atlantis Press, 2020. http://dx.doi.org/10.2991/assehr.k.200214.015.
Full text"Interactive 3D Representation of Business Case Studies in the Classroom." In InSITE 2018: Informing Science + IT Education Conferences: La Verne California. Informing Science Institute, 2018. http://dx.doi.org/10.28945/4047.
Full textUskov, Alexander, and Bhuvana Sekar. "Serious games, gamification and game engines to support framework activities in engineering: Case studies, analysis, classifications and outcomes." In 2014 IEEE International Conference on Electro/Information Technology (EIT). IEEE, 2014. http://dx.doi.org/10.1109/eit.2014.6871836.
Full textElgrably, Isaac Souza, and Sandro Ronaldo Bezerra Oliveira. "Gamification and Evaluation of the Use the Agile Tests in Software Quality Subjects: The Application of Case Studies." In 13th International Conference on Evaluation of Novel Approaches to Software Engineering. SCITEPRESS - Science and Technology Publications, 2018. http://dx.doi.org/10.5220/0006800304160423.
Full textErnesto Ferreira Costa, Igor, and Sandro Ronaldo Bezerra Oliveira. "Uma Avaliação do Uso de Gamificação para Apoiar o Ensino e Aprendizagem de Testes Exploratórios." In Computer on the Beach. São José: Universidade do Vale do Itajaí, 2021. http://dx.doi.org/10.14210/cotb.v12.p027-034.
Full textTenório, Kamilla, Diego Dermeval, Geiser Chalco Challco, Bruno Lemos, Pedro Nascimento, Rodrigo Santos, and Alan Pedro da Silva. "An Evaluation of the GamAnalytics Tool: Is the Gamification Analytics Model Ready for Teachers?" In Simpósio Brasileiro de Informática na Educação. Sociedade Brasileira de Computação, 2020. http://dx.doi.org/10.5753/cbie.sbie.2020.562.
Full text