Journal articles on the topic 'Gamification, learning platform'
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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 textNam, Hyeon Woo. "Design of AI-based gamification platform for effective educational service using child behavior prediction/change." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 5 (April 11, 2021): 286–92. http://dx.doi.org/10.17762/turcomat.v12i5.899.
Full textDonath, Liliana, Gabriela Mircea, and Tomislav Rozman. "E-Learning Platforms as Leverage for Education for Sustainable Development." European Journal of Sustainable Development 9, no. 2 (June 1, 2020): 1–19. http://dx.doi.org/10.14207/ejsd.2020.v9n2p1.
Full textGañán, David, Santi Caballé, Robert Clarisó, Jordi Conesa, and David Bañeres. "ICT-FLAG: a web-based e-assessment platform featuring learning analytics and gamification." International Journal of Web Information Systems 13, no. 1 (April 18, 2017): 25–54. http://dx.doi.org/10.1108/ijwis-12-2016-0074.
Full textde-Marcos, Luis, Antonio Garcia-Cabot, Eva Garcia-Lopez, Raúl V. Ramírez-Valarde, Antonio Moreira Teixeira, and José-Javier Martínez-Herráiz. "Gamifying Massive Online Courses: Effects on the Social Networks and Course Completion Rates." Applied Sciences 10, no. 20 (October 12, 2020): 7065. http://dx.doi.org/10.3390/app10207065.
Full textKarram, Omar. "The Role of Computer Games in Teaching Object-Oriented Programming in High Schools - Code Combat as a Game Approach." WSEAS TRANSACTIONS ON ADVANCES in ENGINEERING EDUCATION 18 (April 2, 2021): 37–46. http://dx.doi.org/10.37394/232010.2021.18.4.
Full textSanto, Samuel Christoper, and Ni Made Satvika Iswari. "Design and Development of Animal Recognition Application Using Gamification and Sattolo Shuffle Algorithm on Android Platform." International Journal of New Media Technology 4, no. 1 (June 18, 2017): 46–53. http://dx.doi.org/10.31937/ijnmt.v4i1.538.
Full textDicheva, Darina, Keith Irwin, and Christo Dichev. "Exploring Learners Experience of Gamified Practicing: For Learning or for Fun?" International Journal of Serious Games 6, no. 3 (September 20, 2019): 5–21. http://dx.doi.org/10.17083/ijsg.v6i3.299.
Full textHuang, Ling-Yi, and Yu-Chu Yeh. "Meaningful Gamification for Journalism Students to Enhance Their Critical Thinking Skills." International Journal of Game-Based Learning 7, no. 2 (April 2017): 47–62. http://dx.doi.org/10.4018/ijgbl.2017040104.
Full textКалижанова, Анна, Anna Kalizhanova, Баян Ибраева, and Bayan Ibrayeva. "Gamification of Educational Process for Development of Independent Work Learners’ by Students." Scientific Research and Development. Socio-Humanitarian Research and Technology 6, no. 3 (October 12, 2017): 51–53. http://dx.doi.org/10.12737/article_59d7860b667174.84726065.
Full textAzmi, Mohd Amir, and Dalbir Singh. "Schoolcube: Gamification for Learning Management System through Microsoft SharePoint." International Journal of Computer Games Technology 2015 (2015): 1–5. http://dx.doi.org/10.1155/2015/589180.
Full textAziz Hussin, Anealka, Mazura Anuar, Nadiah Thanthawi Jauhari, Laura Christ Dass, and Tuan Sarifah Aini Syed Ahmad. "Using Games in an Open and Distance Learning Environment." International Journal of Modern Languages And Applied Linguistics 5, no. 2 (July 1, 2021): 70. http://dx.doi.org/10.24191/ijmal.v5i2.10901.
Full textBicen, Huseyin, and Senay Kocakoyun. "Determination of university students' most preferred mobile application for gamification." World Journal on Educational Technology: Current Issues 9, no. 1 (January 2, 2017): 18. http://dx.doi.org/10.18844/wjet.v9i1.641.
Full textZainuddin, Zamzami, and Cut Muftia Keumala. "GAMIFICATION CONCEPT WITHOUT DIGITAL PLATFORMS: A STRATEGY FOR PARENTS ON MOTIVATING CHILDREN STUDY AT HOME DURING COVID-19 PANDEMIC." PEDAGOGIK: Jurnal Pendidikan 8, no. 1 (June 11, 2021): 156–93. http://dx.doi.org/10.33650/pjp.v8i1.2174.
Full textSewelem Alalwany, Fatmah. "Enhancing Reading Skill via ReadTheory.org: Students’ Attitudes, Motivation, Autonomy and Perceptions." Arab World English Journal, no. 273 (March 15, 2021): 1–81. http://dx.doi.org/10.24093/awej/th.273.
Full textCampillo-Ferrer, José-María, Pedro Miralles-Martínez, and Raquel Sánchez-Ibáñez. "Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies." Sustainability 12, no. 12 (June 12, 2020): 4822. http://dx.doi.org/10.3390/su12124822.
Full textNordin A Rahman, M., Jazurainifariza Jaafar, M. Fadzil A Kadir, Syadiah Nor Shamsuddin, and Syarilla Iryani A Saany. "Cloud Based Gamification Model Canvas for School Information Management." International Journal of Engineering & Technology 7, no. 2.14 (April 6, 2018): 28. http://dx.doi.org/10.14419/ijet.v7i2.14.11148.
Full textZainuddin, Zamzami, Muhammad Shujahat, Samuel K. W. Chu, Hussein Haruna, and Ratna Farida. "The effects of gamified flipped instruction on learner performance and need satisfaction." Information and Learning Sciences 120, no. 11/12 (November 11, 2019): 789–802. http://dx.doi.org/10.1108/ils-07-2019-0067.
Full textOsipov, Ilya V., Alex A. Volinsky, Evgeny Nikulchev, and Anna Y. Prasikova. "Communication and Gamification in the Web-Based Foreign Language Educational System." International Journal of Web-Based Learning and Teaching Technologies 11, no. 4 (October 2016): 22–34. http://dx.doi.org/10.4018/ijwltt.2016100102.
Full textSousa-Vieira, María Estrella, Jose Carlos López-Ardao, Manuel Fernández-Veiga, Miguel Rodríguez-Pérez, and Sergio Herrería-Alonso. "An open-source platform for using gamification and social learning methodologies in engineering education: Design and experience." Computer Applications in Engineering Education 24, no. 5 (May 26, 2016): 813–26. http://dx.doi.org/10.1002/cae.21746.
Full textPitoyo, Muhammad Dafit, Sumardi Sumardi, and Abdul Asib. "Gamification-Based Assessment: The Washback Effect of Quizizz on Students’ Learning in Higher Education." International Journal of Language Education 4, no. 2 (March 30, 2020): 1. http://dx.doi.org/10.26858/ijole.v4i2.8188.
Full textLompoliu, Erienika Meiling. "CREB1T: A Gamification of Double Entry Accounting System Based on Android Application." CogITo Smart Journal 6, no. 1 (June 15, 2020): 107. http://dx.doi.org/10.31154/cogito.v6i1.235.107-116.
Full textPesek, Matevž, Lovro Suhadolnik, Peter Šavli, and Matija Marolt. "Motivating Students for Ear-Training with a Rhythmic Dictation Application." Applied Sciences 10, no. 19 (September 27, 2020): 6781. http://dx.doi.org/10.3390/app10196781.
Full textSantos, Álisson Oliveira dos, Alexandre Sztajnberg, Tales Mota Machado, Daniel Magalhães Nobre, Adriano Neves de Paula e. Souza, and Leonardo Cançado Monteiro Savassi. "Desenvolvimento e Avaliação de uma Plataforma Colaborativa Digital para Educação e Tomada de Decisão Médica Baseada em Evidências." Revista Brasileira de Educação Médica 43, no. 1 suppl 1 (2019): 513–24. http://dx.doi.org/10.1590/1981-5271v43suplemento1-20190083.
Full textSantos, Álisson Oliveira dos, Alexandre Sztajnberg, Tales Mota Machado, Daniel Magalhães Nobre, Adriano Neves de Paula e. Souza, and Leonardo Cançado Monteiro Savassi. "Development and Evaluation of a Crowdsourcing Platform for Education and Evidence-Based Medical Decision-Making." Revista Brasileira de Educação Médica 43, no. 1 suppl 1 (2019): 513–24. http://dx.doi.org/10.1590/1981-5271v43suplemento1-20190083.ing.
Full textVokáčová, Martina, Jakub Jehlička, Jan Bičovský, and Eva Lehečková. "V kůži posledního mluvčího. Gamifikace výstavy o jazykové diverzitě." Muzeum Muzejní a vlastivedná práce 58, no. 1 (2021): 22–34. http://dx.doi.org/10.37520/mmvp.2020.003.
Full textTobarra, Llanos, Alejandro Utrilla, Antonio Robles-Gómez, Rafael Pastor-Vargas, and Roberto Hernández. "A Cloud Game-Based Educative Platform Architecture: The CyberScratch Project." Applied Sciences 11, no. 2 (January 16, 2021): 807. http://dx.doi.org/10.3390/app11020807.
Full textSouza-Júnior, A. A., A. P. Silva, T. A. Silva, and G. P. V. Andrade. "A proposal of collaborative education for biochemistry and cell biology teaching." Revista de Ensino de Bioquímica 13 (August 24, 2015): 30. http://dx.doi.org/10.16923/reb.v13i2.598.
Full textSartini, Sri. "Kahoot in Maritime English Teaching: Its Impact on Nautical Science Cadet’s Oral Reproduction and Vocabulary." English Language Teaching Educational Journal 3, no. 1 (April 29, 2020): 41. http://dx.doi.org/10.12928/eltej.v3i1.1667.
Full textWillig, James, Jennifer Croker, Brian Wallace, David Dempsey, Brian Wallace, and David Redden. "2440 Teaching rigor, reproducibility, and transparency using gamification." Journal of Clinical and Translational Science 2, S1 (June 2018): 61. http://dx.doi.org/10.1017/cts.2018.227.
Full textMairittha, Nattaya, Tittaya Mairittha, Paula Lago, and Sozo Inoue. "CrowdAct." Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 5, no. 1 (March 19, 2021): 1–32. http://dx.doi.org/10.1145/3432222.
Full textPadilla-Zea, Natalia, Stefania Aceto, and Daniel Burgos. "Training on Social Economy Entrepreneurship." Journal of Information Technology Research 13, no. 3 (July 2020): 156–73. http://dx.doi.org/10.4018/jitr.2020070110.
Full textNordin A Rahman, M., WM Khairi, and W. Awang. "Improving Information management in resource as a service framework using gamification technique: a case study in Institut Pendidikan Guru Malaysia." International Journal of Engineering & Technology 7, no. 2.14 (April 6, 2018): 70. http://dx.doi.org/10.14419/ijet.v7i2.14.11159.
Full textJohn, Philip Wilson, Maslawati Mohamad, Siti Nur Diyana Mahmud, and Nurul Izzati Md Fuad. "The Perceptions of Tertiary Level Learners on the Use of Mobile App ‘Balloon Vocabulary’ in Improving Vocabulary for Reading Comprehension." Theory and Practice in Language Studies 11, no. 9 (September 1, 2021): 1007–17. http://dx.doi.org/10.17507/tpls.1109.05.
Full textJones, Carolynn T., Penelope Jester, Jennifer A. Croker, Jessica Fritter, Cathy Roche, Brian Wallace, Andrew O. Westfall, David T. Redden, and James Willig. "Creating and testing a GCP game in an asynchronous course environment: The game and future plans." Journal of Clinical and Translational Science 4, no. 1 (October 29, 2019): 36–42. http://dx.doi.org/10.1017/cts.2019.423.
Full textN.O., Prykhodkina. "GAMIFICATION AS AN EFFECTIVE TECHNOLOGY FOR STUDENT MEDIA LITERACY DEVELOPMENT: US EXPERIENCE." Collection of Research Papers Pedagogical sciences, no. 92 (January 29, 2021): 84–90. http://dx.doi.org/10.32999/ksu2413-1865/2020-92-14.
Full textMatsubara, Mariko, and Haruyo Yoshida. "FOSTERING AUTONOMOUS LEARNERS OF VOCABULARY ACQUISITION USING CONTENT-BASED ICT METHODS." Humanities & Social Sciences Reviews 6, no. 1 (May 10, 2018): 36–43. http://dx.doi.org/10.18510/hssr.2018.617.
Full textChen, Li, Dirk Ifenthaler, and Jane Yin-Kim Yau. "Online and blended entrepreneurship education: a systematic review of applied educational technologies." Entrepreneurship Education 4, no. 2 (April 16, 2021): 191–232. http://dx.doi.org/10.1007/s41959-021-00047-7.
Full textMurawski, Matthias, Md Tawhid Hasan, and Markus Bick. "Five Years of Kahoot! in the Classrooms – What does Research Tell Us?" EDEN Conference Proceedings, no. 1 (June 16, 2019): 509–17. http://dx.doi.org/10.38069/edenconf-2019-ac-0057.
Full textBoutis, K., M. Pecarcic, and M. Pusic. "MP20: ImageSim - performance-based medical image interpretation learning system." CJEM 20, S1 (May 2018): S47. http://dx.doi.org/10.1017/cem.2018.174.
Full textHanggara, Buce Trias, Noveria Anggraeni Fiaji, and Prima Zulvarina. "Aksara: Interactive Digital Pocket Books as an Effort to Increase Politeness in Language." Journal of Information Technology and Computer Science 5, no. 2 (July 29, 2020): 151. http://dx.doi.org/10.25126/jitecs.202052156.
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