Journal articles on the topic 'Gamification case studies'
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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 textJamaluddin, Junaidah, Mahathir Mahali, Norlaila Mohd Din, Mohamad Azmi Nias Ahmad, Nur Syazwani Mohamad Fadzillah, and Faizan Abdul Jabar. "Students’ Motivation Level in Gamification of Accounting Teaching and Learning – A Case of ‘Accounting on the Block’." Social and Management Research Journal 17, no. 1 (February 28, 2020): 17. http://dx.doi.org/10.24191/smrj.v17i1.8140.
Full textZejda, Pavel, and David Zejda. "Exploitation of the Virtual Worlds in Tourism and Tourism Education." Czech Journal of Tourism 5, no. 2 (December 1, 2016): 173–88. http://dx.doi.org/10.1515/cjot-2016-0010.
Full textKarpikova, Irina, and Viktoriia Artamonova. "Attracting Audience to Digital Media Using Gamification Elements." Theoretical and Practical Issues of Journalism 7, no. 4 (October 15, 2018): 599–614. http://dx.doi.org/10.17150/2308-6203.2018.7(4).599-614.
Full textParra-González, María Elena, Jesús López Belmonte, Adrián Segura-Robles, and Arturo Fuentes Cabrera. "Active and Emerging Methodologies for Ubiquitous Education: Potentials of Flipped Learning and Gamification." Sustainability 12, no. 2 (January 14, 2020): 602. http://dx.doi.org/10.3390/su12020602.
Full textO'Hagan, Minako. "Translation as the new game in the digital era." Translation Spaces 1 (August 13, 2012): 123–41. http://dx.doi.org/10.1075/ts.1.06oha.
Full textLu, Hsi-Peng, and Hui-Chen Ho. "Exploring the Impact of Gamification on Users’ Engagement for Sustainable Development: A Case Study in Brand Applications." Sustainability 12, no. 10 (May 20, 2020): 4169. http://dx.doi.org/10.3390/su12104169.
Full textXavier, Carla Cristina Munhoz. "Gamifying Portuguese Language Learning: A Case Study Examining a Quest-Based Website to Prompt Oral Production and Interaction in Learners of Portuguese L2." Revista Brasileira de Linguística Aplicada 20, no. 4 (December 2020): 733–60. http://dx.doi.org/10.1590/1984-6398202016396.
Full textTsarava, Katerina, Korbinian Moeller, and Manuel Ninaus. "Training Computational Thinking through board games: The case of Crabs & Turtles." International Journal of Serious Games 5, no. 2 (June 19, 2018): 25–44. http://dx.doi.org/10.17083/ijsg.v5i2.248.
Full textVilardaga, Roger, Javier Rizo, Richard K. Ries, Julie A. Kientz, Douglas M. Ziedonis, Kayla Hernandez, and Francis J. McClernon. "Formative, multimethod case studies of learn to quit, an acceptance and commitment therapy smoking cessation app designed for people with serious mental illness." Translational Behavioral Medicine 9, no. 6 (November 16, 2018): 1076–86. http://dx.doi.org/10.1093/tbm/iby097.
Full textMontero-Navarro, Antonio, José-Luis Rodríguez-Sánchez, Rocio Gallego-Losada, and Thais González-Torres. "The wire games. A gaming experience within a Grade Class." WPOM-Working Papers on Operations Management 11, no. 1 (January 24, 2020): 14. http://dx.doi.org/10.4995/wpom.v11i1.12823.
Full textLuimula, Mika, Christina Kattimeri, Niina Katajapuu, Paula Pitkäkangas, Helena Malmivirta, Aung Pyae, Tapani Liukkonen, and Jouni Smed. "Gamified Solutions in Healthcare - Testing Rehabilitation Games in Finland and Asia." Acta Technica Jaurinensis 10, no. 1 (March 6, 2017): 35. http://dx.doi.org/10.14513/actatechjaur.v10.n1.412.
Full textHass, Danielle, Ashley Hass, and Mathew Joseph. "A preliminary investigation of gamification from the young consumer’s perspective." Young Consumers 22, no. 3 (February 4, 2021): 413–28. http://dx.doi.org/10.1108/yc-10-2020-1221.
Full textFraga-Varela, Fernando, Esther Vila-Couñago, and Esther Martínez-Piñeiro. "The impact of serious games in mathematics fluency: A study in Primary Education." Comunicar 29, no. 69 (October 1, 2021): 125–35. http://dx.doi.org/10.3916/c69-2021-10.
Full textBenjamin, Garfield. "Playing at Control: Writing Surveillance in/for Gamified Society." Surveillance & Society 17, no. 5 (December 10, 2019): 699–713. http://dx.doi.org/10.24908/ss.v17i5.13204.
Full textGómez Prada, Urbano Eliécer, Martha Lucía Orellana Hernández, and Jesús María Salinas Ibañez. "Systems Dynamics and Serious Video Games in an Appropriation Strategy of a Decision Support System for Small Livestock Farmers." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 15 (September 11, 2020): 4. http://dx.doi.org/10.3991/ijim.v14i15.14597.
Full textPerlin, Rodrigo, Ricardo Tombesi Macedo, and Sidnei Renato Silveira. "UMA ABORDAGEM CONSTRUTIVISTA NO ENSINO DE ALGORITMOS E LÓGICA DE PROGRAMAÇÃO COM O AUXÍLIO DE UMA FERRAMENTA GAMIFICADA." e-xacta 12, no. 1 (June 23, 2019): 29. http://dx.doi.org/10.18674/exacta.v12i1.2731.
Full textSzeto, Mindy D., Daniel Strock, Jarett Anderson, Torunn E. Sivesind, Victoria M. Vorwald, Hope R. Rietcheck, Gil S. Weintraub, and Robert P. Dellavalle. "Gamification and Game-Based Strategies for Dermatology Education: Narrative Review." JMIR Dermatology 4, no. 2 (August 30, 2021): e30325. http://dx.doi.org/10.2196/30325.
Full textBuckley, Patrick, Seamus Noonan, Conor Geary, Thomas Mackessy, and Eoghan Nagle. "An Empirical Study of Gamification Frameworks." Journal of Organizational and End User Computing 31, no. 1 (January 2019): 22–38. http://dx.doi.org/10.4018/joeuc.2019010102.
Full textWarsinsky, Simon, Manuel Schmidt-Kraepelin, Sascha Rank, Scott Thiebes, and Ali Sunyaev. "Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING)." Journal of Medical Internet Research 23, no. 9 (September 10, 2021): e30390. http://dx.doi.org/10.2196/30390.
Full textGarcía-Jurado, Alejandro, Pilar Castro-González, Mercedes Torres-Jiménez, and Antonio L. Leal-Rodríguez. "Evaluating the role of gamification and flow in e-consumers: millennials versus generation X." Kybernetes 48, no. 6 (June 3, 2019): 1278–300. http://dx.doi.org/10.1108/k-07-2018-0350.
Full textSeiffert-Brockmann, Jens, Wolfgang Weitzl, and Magdalena Henriks. "Stakeholder engagement through gamification." Journal of Communication Management 22, no. 1 (February 5, 2018): 67–78. http://dx.doi.org/10.1108/jcom-12-2016-0096.
Full textLienert, Jeffrey, and Mitesh Patel. "Patient Phenotypes Help Explain Variation in Response to a Social Gamification Weight Loss Intervention." American Journal of Health Promotion 34, no. 3 (December 26, 2019): 277–84. http://dx.doi.org/10.1177/0890117119892776.
Full textLiu, Li, Ya-Yi Zhao, Chen Yang, and Helen Yue-Lai Chan. "Gamification for promoting advance care planning: A mixed-method systematic review and meta-analysis." Palliative Medicine 35, no. 6 (March 29, 2021): 1005–19. http://dx.doi.org/10.1177/02692163211005343.
Full textBerton, Alessandra, Umile Giuseppe Longo, Vincenzo Candela, Sara Fioravanti, Lucia Giannone, Valeria Arcangeli, Viviana Alciati, et al. "Virtual Reality, Augmented Reality, Gamification, and Telerehabilitation: Psychological Impact on Orthopedic Patients’ Rehabilitation." Journal of Clinical Medicine 9, no. 8 (August 7, 2020): 2567. http://dx.doi.org/10.3390/jcm9082567.
Full textLuhova, Tetiana. "NARRATIVE AND STORYTELLING IN THE KNOWLEDGE STRUCTURE OF THE EDUCATIONAL BUSINESS VIDEO GAMES AS FACTORS OF THE SYNERGY OF INFORMATION TECHNOLOGIES AND SPIRITUALLY-ORIENTED PEDAGOGY." OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY, no. 8 (2020): 42–59. http://dx.doi.org/10.28925/2414-0325.2020.8.6.
Full textTansley, Carole, Ella Hafermalz, and Kristine Dery. "Talent development gamification in talent selection assessment centres." European Journal of Training and Development 40, no. 7 (August 1, 2016): 490–512. http://dx.doi.org/10.1108/ejtd-03-2016-0017.
Full textSafapour, Elnaz, Sharareh Kermanshachi, and Piyush Taneja. "A Review of Nontraditional Teaching Methods: Flipped Classroom, Gamification, Case Study, Self-Learning, and Social Media." Education Sciences 9, no. 4 (November 14, 2019): 273. http://dx.doi.org/10.3390/educsci9040273.
Full textZhang, Melvyn, Ranganath Vallabhajosyula, and Daniel Fung. "Emotional Bias Modification for Individuals With Attention Deficit Hyperactivity Disorder: Protocol for a Co-Design Study." JMIR Research Protocols 9, no. 12 (December 23, 2020): e24078. http://dx.doi.org/10.2196/24078.
Full textRyynänen, Sanna, and Pekka Vasari. "Using the Reflective Strategy and the Game Theory Perspective During the Patient Complaint Process." International Journal of Innovation in the Digital Economy 10, no. 3 (July 2019): 53–63. http://dx.doi.org/10.4018/ijide.2019070105.
Full textShusterman, Michael, Lawrence Cytryn, and Irina Murakhovskaya. "An Innovative Blended Learning Preclinical Hematology Curriculum on White Cell Dyscrasias: A Mixed Methods Study of Student Performance, Satisfaction, and Engagement." Blood 134, Supplement_1 (November 13, 2019): 5795. http://dx.doi.org/10.1182/blood-2019-129454.
Full textEl-Jawahri, Areej, Joseph Greer, Emily M. Wright, Olivia Vanbenschoten, Lauren Waldman, and Jennifer S. Temel. "Development of a multicomponent psychological mobile application (app) for patients with acute myeloid leukemia (AML)." Journal of Clinical Oncology 36, no. 34_suppl (December 1, 2018): 166. http://dx.doi.org/10.1200/jco.2018.36.34_suppl.166.
Full textZhang, Melvyn, Sandor Heng, Guo Song, Daniel SS Fung, and Helen E. Smith. "Co-designing a Mobile Gamified Attention Bias Modification Intervention for Substance Use Disorders: Participatory Research Study." JMIR mHealth and uHealth 7, no. 10 (October 3, 2019): e15871. http://dx.doi.org/10.2196/15871.
Full textCerezo-Narváez, Alberto, Antonio Córdoba-Roldán, Andrés Pastor-Fernández, Francisco Aguayo-González, Manuel Otero-Mateo, and Pablo Ballesteros-Pérez. "Training Competences in Industrial Risk Prevention with Lego® Serious Play®: A Case Study." Safety 5, no. 4 (November 8, 2019): 81. http://dx.doi.org/10.3390/safety5040081.
Full textCharness, Neil H., and Scott R. Beach. "DESIGNING TECHNOLOGY TO SUPPORT HEALTHCARE FOR AGING ADULTS." Innovation in Aging 3, Supplement_1 (November 2019): S31—S32. http://dx.doi.org/10.1093/geroni/igz038.122.
Full textAndrikopoulou, Elisavet, Philip Scott, Helena Herrera, and Alice Good. "What are the important design features of personal health records to improve medication adherence for patients with long-term conditions? A systematic literature review." BMJ Open 9, no. 9 (September 2019): e028628. http://dx.doi.org/10.1136/bmjopen-2018-028628.
Full textAbraham, Olufunmilola, Sarah LeMay, Sarah Bittner, Tanvee Thakur, Haley Stafford, and Randall Brown. "Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review." JMIR Serious Games 8, no. 2 (April 29, 2020): e16096. http://dx.doi.org/10.2196/16096.
Full textD’Antrassi, Pierluigi, Miloš Ajčević, Kira Stellato, Andrea Di Lenarda, Sara Marceglia, Agostino Accardo, and Irene Lasorsa. "Personalized support for chronic conditions." Applied Clinical Informatics 07, no. 03 (July 2016): 633–45. http://dx.doi.org/10.4338/aci-2016-01-ra-0011.
Full textRosmansyah, Yusep, Mohamad Achiruzaman, and Ariq Bani Hardi. "A 3D Multiuser Virtual Learning Environment for Online Training of Agriculture Surveyors." Journal of Information Technology Education: Research 18 (2019): 481–507. http://dx.doi.org/10.28945/4455.
Full textTadas, Shreya, and David Coyle. "Barriers to and Facilitators of Technology in Cardiac Rehabilitation and Self-Management: Systematic Qualitative Grounded Theory Review." Journal of Medical Internet Research 22, no. 11 (November 11, 2020): e18025. http://dx.doi.org/10.2196/18025.
Full textTaufik, Ali, Tatang Apendi, Suid Saidi, and Zen Istiarsono. "Parental Perspectives on the Excellence of Computer Learning Media in Early Childhood Education." JPUD - Jurnal Pendidikan Usia Dini 13, no. 2 (December 8, 2019): 356–70. http://dx.doi.org/10.21009/jpud.132.11.
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