Journal articles on the topic 'Gamification, Experiment, Studie'
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Liu, 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 textAntonaci, Alessandra, Roland Klemke, and Marcus Specht. "The Effects of Gamification in Online Learning Environments: A Systematic Literature Review." Informatics 6, no. 3 (2019): 32. http://dx.doi.org/10.3390/informatics6030032.
Full textDicheva, Darina, Keith Irwin, and Christo Dichev. "OneUp: Supporting Practical and Experimental Gamification of Learning." International Journal of Serious Games 5, no. 3 (2018): 5–21. http://dx.doi.org/10.17083/ijsg.v5i3.236.
Full textSchlömmer, Marc, Teresa Spieß, and Stephan Schlögl. "Leaderboard Positions and Stress—Experimental Investigations into an Element of Gamification." Sustainability 13, no. 12 (2021): 6608. http://dx.doi.org/10.3390/su13126608.
Full textTan, Caroline S. L. "Gamifying OTT: a study on consumer attitudes toward game elements and OTT media service provider brands in gamification." Young Consumers 22, no. 3 (2021): 328–47. http://dx.doi.org/10.1108/yc-11-2020-1245.
Full textPuritat, Kitti. "Enhanced Knowledge and Engagement of Students Through the Gamification Concept of Game Elements." International Journal of Engineering Pedagogy (iJEP) 9, no. 5 (2019): 41. http://dx.doi.org/10.3991/ijep.v9i5.11028.
Full textDubrovskaya, Elena. "USE OF ELECTRONIC RESOURCES TO CREATE EDUCATIONAL QUIZZES FORMING FOREIGN LANGUAGE COMPETENCE." Interexpo GEO-Siberia 5 (2019): 177–82. http://dx.doi.org/10.33764/2618-981x-2019-5-177-182.
Full textGarbaya, Samir, Daniela M. Romano, and Gunjeet Hattar. "Gamification of assembly planning in virtual environment." Assembly Automation 39, no. 5 (2019): 931–43. http://dx.doi.org/10.1108/aa-10-2018-0147.
Full textFriehs, Maximilian Achim, Martin Dechant, Sarah Vedress, Christian Frings, and Regan Lee Mandryk. "Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments." JMIR Serious Games 8, no. 3 (2020): e17810. http://dx.doi.org/10.2196/17810.
Full textSchroeder, Philipp Alexander, Johannes Lohmann, and Manuel Ninaus. "Preserved Inhibitory Control Deficits of Overweight Participants in a Gamified Stop-Signal Task: Experimental Study of Validity." JMIR Serious Games 9, no. 1 (2021): e25063. http://dx.doi.org/10.2196/25063.
Full textCristina Silveira Santos, Djenane, Adler Diniz de Souza, and Melise Veiga Paula. "Comparing different serious games strategies for teaching the SCRUM Framework." RENOTE 19, no. 1 (2021): 227–36. http://dx.doi.org/10.22456/1679-1916.118432.
Full textRodwald, Przemysław. "Using Gamification and Fear Appeal Instead of Password Strength Meters to Increase Password Entropy." Scientific Journal of Polish Naval Academy 217, no. 2 (2019): 17–33. http://dx.doi.org/10.2478/sjpna-2019-0010.
Full textHu, Xiaohan, and Kevin Wise. "How playable ads influence consumer attitude: exploring the mediation effects of perceived control and freedom threat." Journal of Research in Interactive Marketing 15, no. 2 (2021): 295–315. http://dx.doi.org/10.1108/jrim-12-2020-0269.
Full textHeck, Robert, Oana Vuculescu, Jens Jakob Sørensen, et al. "Remote optimization of an ultracold atoms experiment by experts and citizen scientists." Proceedings of the National Academy of Sciences 115, no. 48 (2018): E11231—E11237. http://dx.doi.org/10.1073/pnas.1716869115.
Full textKarmanova, E. V., and O. V. Bezborodova. "Studing the css animation with websimulator in extracurricuLar activities." Informatics in school, no. 5 (July 19, 2021): 49–54. http://dx.doi.org/10.32517/2221-1993-2021-20-5-49-54.
Full textLoecherbach, Felicia, and Damian Trilling. "3bij3 ‐ Developing a framework for researching recommender systems and their effects." Computational Communication Research 2, no. 1 (2020): 53–79. http://dx.doi.org/10.5117/ccr2020.1.003.loec.
Full textTorge Claussen, Jan. "Gaming Musical Instruments." Digital Culture & Society 5, no. 2 (2019): 121–30. http://dx.doi.org/10.14361/dcs-2019-0208.
Full textBenjamin, Garfield. "Playing at Control: Writing Surveillance in/for Gamified Society." Surveillance & Society 17, no. 5 (2019): 699–713. http://dx.doi.org/10.24908/ss.v17i5.13204.
Full textTóth, Áron, Péter Lógó, and Emma Lógó. "The Effect of the Kahoot Quiz on the Student's Results in the Exam." Periodica Polytechnica Social and Management Sciences 27, no. 2 (2019): 173–79. http://dx.doi.org/10.3311/ppso.12464.
Full textMatsubara, Mariko, and Haruyo Yoshida. "FOSTERING AUTONOMOUS LEARNERS OF VOCABULARY ACQUISITION USING CONTENT-BASED ICT METHODS." Humanities & Social Sciences Reviews 6, no. 1 (2018): 36–43. http://dx.doi.org/10.18510/hssr.2018.617.
Full textRomano, Marco, Paloma Díaz, and Ignacio Aedo. "Gamification-less: may gamification really foster civic participation? A controlled field experiment." Journal of Ambient Intelligence and Humanized Computing, June 14, 2021. http://dx.doi.org/10.1007/s12652-021-03322-6.
Full textT. Alshammari, Mohammad. "Evaluation of Gamification in E-Learning Systems for Elementary School Students." TEM Journal, May 27, 2020, 806–13. http://dx.doi.org/10.18421/tem92-51.
Full textLayth Khaleel, Firas, Noraidah Sahari Ashaari, and Tengku Siti Meriam Tengku Wook. "AN EMPIRICAL STUDY ON GAMIFICATION FOR LEARNING PROGRAMMING LANGUAGE WEBSITE." Jurnal Teknologi 81, no. 2 (2019). http://dx.doi.org/10.11113/jt.v81.11133.
Full textSmiderle, Rodrigo, Sandro José Rigo, Leonardo B. Marques, Jorge Arthur Peçanha de Miranda Coelho, and Patricia A. Jaques. "The impact of gamification on students’ learning, engagement and behavior based on their personality traits." Smart Learning Environments 7, no. 1 (2020). http://dx.doi.org/10.1186/s40561-019-0098-x.
Full textDikcius, Vytautas, Sigitas Urbonavicius, Karina Adomaviciute, Mindaugas Degutis, and Ignas Zimaitis. "Learning Marketing Online: The Role of Social Interactions and Gamification Rewards." Journal of Marketing Education, October 28, 2020, 027347532096825. http://dx.doi.org/10.1177/0273475320968252.
Full textOliveira, Wilk, Armando M. Toda, Paula T. Palomino, Luiz Rodrigues, and Seiji Isotani. "Which one is the best? A quasi-experimental study comparing frameworks for unplugged gamification." RENOTE 18, no. 1 (2020). http://dx.doi.org/10.22456/1679-1916.105971.
Full textBornfeld, Benny, and Sheizaf Rafaeli. "Gamifying with badges: A big data natural experiment on Stack Exchange." First Monday, June 1, 2017. http://dx.doi.org/10.5210/fm.v22i6.7299.
Full textLi, Manning, Patrick Y. K. Chau, and Lin Ge. "Meaningful gamification for psychological empowerment: exploring user affective experience mirroring in a psychological self-help system." Internet Research ahead-of-print, ahead-of-print (2020). http://dx.doi.org/10.1108/intr-02-2020-0094.
Full textLindner, Philip. "Better, Virtually: the Past, Present, and Future of Virtual Reality Cognitive Behavior Therapy." International Journal of Cognitive Therapy, October 20, 2020. http://dx.doi.org/10.1007/s41811-020-00090-7.
Full textКловайт, Нильс, and Мария Александровна Ерофеева. "The Rise of Interactional Multimodality in Human-Computer Interaction." Monitoring of public opinion economic&social changes, no. 1 (March 4, 2021). http://dx.doi.org/10.14515/monitoring.2021.1.1793.
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