Academic literature on the topic 'Gamification, learning platform'
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Journal articles on the topic "Gamification, learning platform"
Gafni, Ruti, Dafni Biran Achituv, Shimon Eidelman, and Tomer Chatsky. "The effects of gamification elements in e-learning platforms." Online Journal of Applied Knowledge Management 6, no. 2 (May 13, 2018): 37–53. http://dx.doi.org/10.36965/ojakm.2018.6(2)37-53.
Full textVeryaeva, Kseniya, and Olga Solovyeva. "The Influence of Gamification and Platform Affordances on User Engagement in Online Learning." International Journal of Distance Education Technologies 19, no. 1 (January 2021): 1–17. http://dx.doi.org/10.4018/ijdet.2021010101.
Full textMbabu, Ken M., Robert O. Oboko, and Samuel Kamunya. "An Adaptive Gamification Tool for E-learning Platform." Open Journal for Information Technology 2, no. 2 (December 29, 2019): 41–52. http://dx.doi.org/10.32591/coas.ojit.0202.03041m.
Full textPoondej, Chanut, and Thanita Lerdpornkulrat. "Gamification in e-learning." Interactive Technology and Smart Education 17, no. 1 (September 19, 2019): 56–66. http://dx.doi.org/10.1108/itse-06-2019-0030.
Full textDicheva, Darina, Keith Irwin, and Christo Dichev. "OneUp: Supporting Practical and Experimental Gamification of Learning." International Journal of Serious Games 5, no. 3 (September 25, 2018): 5–21. http://dx.doi.org/10.17083/ijsg.v5i3.236.
Full textNikmah, Hadirotun. "GAMIFICATION TO IMPROVE STUDENTS’ ENGAGEMENT IN LEARNING ENGLISH." ACITYA Journal of Teaching & Education 2, no. 1 (February 1, 2020): 60–70. http://dx.doi.org/10.30650/ajte.v2i1.277.
Full textAbdulaziz Alsubhi, Mohammed, Noraidah Sahari, and Tengku Siti Meriam Tengku Wook. "A Conceptual Engagement Framework for Gamified E-Learning Platform Activities." International Journal of Emerging Technologies in Learning (iJET) 15, no. 22 (November 30, 2020): 4. http://dx.doi.org/10.3991/ijet.v15i22.15443.
Full textHarvey Arce, Norman Patrick, and Ana Maria Cuadros Valdivia. "Adapting Competitiveness and Gamification to a Digital Platform for Foreign Language Learning." International Journal of Emerging Technologies in Learning (iJET) 15, no. 20 (October 19, 2020): 194. http://dx.doi.org/10.3991/ijet.v15i20.16135.
Full textSimões, Jorge, Rebeca Díaz Redondo, and Ana Fernández Vilas. "A social gamification framework for a K-6 learning platform." Computers in Human Behavior 29, no. 2 (March 2013): 345–53. http://dx.doi.org/10.1016/j.chb.2012.06.007.
Full textNuravianty, R., H. B. Santoso, and K. Junus. "Usability evaluation of a Gamification-based programming learning platform: Grasshopper." Journal of Physics: Conference Series 1898, no. 1 (June 1, 2021): 012020. http://dx.doi.org/10.1088/1742-6596/1898/1/012020.
Full textDissertations / Theses on the topic "Gamification, learning platform"
Ahlqvist, Erica. "Implementation And Evaluation of Gamification Elements In An E-learning Platform For Engineering Education." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-179759.
Full textFollert, Fabiane, and Helge Fischer. "Gamification in der Hochschullehre. Herleitung von Handlungsempfehlungen für den Einsatz von Gamedesign-Elementen in der sächsischen Lernplattform OPAL." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2015. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-181555.
Full textPetersson, Julius. "Applying Gamification Techniques to Enhance the Learning of Geographical Knowledge on a Mobile Platform Using Flutter and Firebase." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-179054.
Full textDahlqvist, Maja. "Stimulating Engagement and Learning Through Gamified Crowdsourcing : Development and Evaluation of a Digital Platform." Thesis, Uppsala universitet, Institutionen för ABM, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-325241.
Full textUppsatsen syftar till att utveckla en spelifierad crowdsourcing-plattform för transkription och metadatataggning av digitaliserade textdokument samt att undersöka huruvida plattformen kan väcka engagemang för arkiv och användas som en utbildningsresurs. Det fall runt vilket uppsatsprojektet kretsar är Bosnien-Hercegovinas centrala arkivmyndighet och dess historiska dokument som skadades i en brand 2014. Teorier om engagemang, arkivpedagogik och gamification vägledde utvecklingen av plattformen. Skolbarn och historielärare i Bosnien-Hercegovina samt personal på arkivmyndigheten provade plattformen och delade med sig av sina tankar om den i fokusgruppsdiskussioner och intervjuer. Den utvecklade plattformen består av ett spelgränssnitt, en databas och ett gränssnitt för resultatvisning och sökning. Den är webbaserad och skriven i HTML, CSS, JavaScript och PHP. Plattformen väckte engagemang hos de barn som provade den. De uttryckte intresse av att läsa och lära sig mer om arkivdokument, av långsiktigt bevarande samt av arkivets uppdrag och framtid. Plattformen skulle, av fokusgruppsdiskussionerna och intervjuerna att döma, kunna användas och fungera väl som utbildningsresurs. Historielärarna visade intresse av att använda plattformen i sin undervisning och fann stöd för det i historieämnets läroplan. En spelifierad crowdsourcing-plattform har utvecklats och mottagandet av den bland skolbarn, historielärare och arkivpersonal var överlag mycket positivt. Crowdsourcing handlar inte enbart om att outsourca arbetsuppgifter till massan. Medskapande kan dessutom stimulera lärande och engagemang och därigenom knyta band mellan allmänheten och arkivet. Spelifiering kan med framgång göra crowdsourcingens övergripande mål förståeligt och konkret för dem som använder plattformen.
Åsberg, Samira. "Social Networks in Education: A Facebook-Based Educational Platform." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-93649.
Full textHUANG, YU CHEN, and 黃郁蓁. "Using Behavior Learning Mechanism to Explore Gamification feature driven customer Co-creation in the online platform." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/4tvb8p.
Full text國立臺北大學
國際企業研究所
107
Recently, academics and entrepreneurs pay more attention on value co-creation, which describes cooperation between firms and users. In this study, we seek to operate Behavior Learning Mechanism to discuss co-creation in the ultimate entertainment platform. Different from past research, which mainly focuses on users’ emotion, we emphasize the impact of the environment on individual behavior. Understanding a thriving number of firms adopting game design to facilitate customer participation, we will test whether gamification design would significantly affect customer behavior or not. To deeply understand how to stimulate users engage in co-creation, this study establishes a research framework based on gamification design, persuasive knowledge, customization, self-reference, and co-creation, and addresses reasonable predicted relationship. Via online questionnaire with proportion of demographic statistic, we use SPSS and AMOS to examine relationships among variables. The result of our study indicates that persuasive knowledge is critical to online co-creation via self-reference. Additionally, practitioners should consider users’ gender and age when they employ gamification.
Rebordão, José Herculano Cordeiro Vaz Serra. "Mentora: uma ferramenta para aprender com o apoio de um mentor." Master's thesis, 2021. http://hdl.handle.net/10400.2/10917.
Full textThis dissertation presents the development of the Mentora project, from idea to prototype, a new mentoring tool developed to support groups of individuals in mentoring programs in organizations, whether they are working groups in companies or other types of institutions, research groups, or simply groups of people who need to increase their knowledge around one or more themes. In the theoretical framework, we start by presenting the state of the art of the theories and technical solutions to support learning and empowerment with the use of mentoring. In the chapter dedicated to the development of the project we describe the development methodology of the Mentora prototype, its main features and functionalities. The results of its experimental implementation and the next steps for its development and research are also presented.
Book chapters on the topic "Gamification, learning platform"
Dicheva, Darina, Keith Irwin, and Christo Dichev. "OneUp Learning: A Course Gamification Platform." In Lecture Notes in Computer Science, 148–58. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-71940-5_14.
Full textPal, Rituparna, and Satyajit Chakrabati. "A Gamification Model for Online Learning Platform." In Advances in Intelligent Systems and Computing, 821–27. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-33-4367-2_78.
Full textGañán, David, Santi Caballé, Robert Clarisó, and Jordi Conesa. "Evaluation of an eLearning Platform Featuring Learning Analytics and Gamification." In Advances on P2P, Parallel, Grid, Cloud and Internet Computing, 947–59. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-49109-7_92.
Full textZribi, Sarah, Tom Jorquera, and Jean-Pierre Lorré. "Towards a Flexible Gamification Model for an Interoperable E-learning Business Process Simulation Platform." In Enterprise Interoperability VII, 283–91. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-30957-6_23.
Full textCastro, Katherine Andrea Cuartas, Íngrid Paola Hernández Sibo, and I.-hsien Ting. "Assessing Gamification Effects on E-learning Platforms: An Experimental Case." In Communications in Computer and Information Science, 3–14. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95522-3_1.
Full textViberg, Olga, Mohammad Khalil, and Alexandros Lioliopoulos. "Facilitating Ideation and Knowledge Sharing in Workplaces: The Design and Use of Gamification in Virtual Platforms." In Learning and Collaboration Technologies. Human and Technology Ecosystems, 353–69. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50506-6_25.
Full textAayeshah, Wajeehah, and Saba Bebawi. "The Use of Facebook as a Pedagogical Platform for Developing Investigative Journalism Skills." In Gamification, 1506–22. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch076.
Full textCleto, Barbara. "Learning Systems and Gamification." In Advances in Medical Technologies and Clinical Practice, 54–67. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7472-0.ch004.
Full textKamunya, Samuel Muthee, Robert Obwocha Oboko, Elizaphan Muuro Maina, and Evans Kirimi Miriti. "A Systematic Review of Gamification Within E-Learning." In Advances in Early Childhood and K-12 Education, 201–18. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-4739-7.ch012.
Full textHainey, Thomas, Mario Soflano, and Thomas M. Connolly. "A Randomised Controlled Trial to Evaluate Learning Effectiveness Using an Adaptive Serious Game to Teach SQL at Higher Education Level." In Gamification, 1346–67. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch068.
Full textConference papers on the topic "Gamification, learning platform"
Barna, Balázs, and Szabina Fodor. "COMPLEX GAMIFICATION PLATFORM BASED ON MOODLE SYSTEM." In International Conference Cognition and Exploratory Learning in Digital Age 2019. IADIS Press, 2019. http://dx.doi.org/10.33965/celda2019_201911c052.
Full textOhn, May Honey, Khin Maung Ohn, Urban John D'Souza, Zainal Arifin, Vincent Pang, Zamhar Iswandono, D. Kamarudin, and Sharil Yusof. "DEVELOPMENT OF NOVEL ECG GAMIFICATION PLATFORM GAMED-ECG." In International Conference on Education and New Learning Technologies. IATED, 2017. http://dx.doi.org/10.21125/edulearn.2017.2430.
Full textDicheva, Darina, Keith Irwin, Christo Dichev, and Swapna Talasila. "A course gamification platform supporting student motivation and engagement." In 2014 International Conference on Web & Open Access to Learning (ICWOAL). IEEE, 2014. http://dx.doi.org/10.1109/icwoal.2014.7009214.
Full textKarmanova, E. V., E. V. Chernova, and A. S. Dokolin. "Modeling Knowledge Assessment with Gamification Technology on E-Learning Platform." In 2019 International Multi-Conference on Industrial Engineering and Modern Technologies (FarEastCon). IEEE, 2019. http://dx.doi.org/10.1109/fareastcon.2019.8934089.
Full textGanan, David, Santi Caballe, Robert Clariso, and Jordi Conesa. "Analysis and Design of an eLearning Platform Featuring Learning Analytics and Gamification." In 2016 10th International Conference on Complex, Intelligent, and Software Intensive Systems (CISIS). IEEE, 2016. http://dx.doi.org/10.1109/cisis.2016.42.
Full textSarkar, Shubhra Prakash, Biplab Sarker, and S. K. Alalmgir Hossain. "Cross platform interactive programming learning environment for kids with edutainment and gamification." In 2016 19th International Conference on Computer and Information Technology (ICCIT). IEEE, 2016. http://dx.doi.org/10.1109/iccitechn.2016.7860198.
Full textGanan, David, Santi Caballe, Robert Clariso, and Jordi Conesa. "A Prototype of an eLearning Platform in Support for Learning Analytics and Gamification." In 2016 International Conference on Intelligent Networking and Collaborative Systems (INCoS). IEEE, 2016. http://dx.doi.org/10.1109/incos.2016.33.
Full textGanan Jimenez, David, Santi Caballe, Robert Clariso, and Jordi Conesa. "Towards the Effective Software Development of an eLearning Platform Featuring Learning Analytics and Gamification." In 2016 IEEE 30th International Conference on Advanced Information Networking and Applications: Workshops (WAINA). IEEE, 2016. http://dx.doi.org/10.1109/waina.2016.7.
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 textTenório, Thyago, and Ig Ilbert Bittencourt. "A gamified peer assessment model for on-line learning environments: An experiment with MeuTutor." In XXIX Concurso de Teses e Dissertações da SBC. Sociedade Brasileira de Computação - SBC, 2020. http://dx.doi.org/10.5753/ctd.2016.9135.
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