Letteratura scientifica selezionata sul tema "Gamification case studies"
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Articoli di riviste sul tema "Gamification case studies"
Klemke, Roland, Alessandra Antonaci e Bibeg Limbu. "Designing and Implementing Gamification: GaDeP, Gamifire, and applied Case Studies". International Journal of Serious Games 7, n. 3 (25 settembre 2020): 97–129. http://dx.doi.org/10.17083/ijsg.v7i3.357.
Testo completoBuheji, Mohamed. "Gamification Techniques to Re-Invent Public Healthcare Services – A Case Study". International Journal of Human Resource Studies 9, n. 2 (4 giugno 2019): 339. http://dx.doi.org/10.5296/ijhrs.v9i2.14888.
Testo completoJoensuu, Kosti, e Sanna Ryynänen. "The Significance of the Hermeneutics of Play for Gamification". International Journal of Innovation in the Digital Economy 10, n. 3 (luglio 2019): 13–23. http://dx.doi.org/10.4018/ijide.2019070102.
Testo completoRosmansyah, Yusep, Isdiyanto Isdiyanto, Ariq Bani Hardi e Atina Putri. "Using gamification for engaging surveyors: a case study in Statistics Indonesia". Interactive Technology and Smart Education 17, n. 4 (9 marzo 2020): 377–91. http://dx.doi.org/10.1108/itse-08-2019-0042.
Testo completoWang, Fan, Yanli Wang e 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, n. 09 (27 settembre 2017): 130. http://dx.doi.org/10.3991/ijet.v12i09.7493.
Testo completoDubbels, Brock. "Gamification, Serious Games, Ludic Simulation, and other Contentious Categories". International Journal of Gaming and Computer-Mediated Simulations 5, n. 2 (aprile 2013): 1–19. http://dx.doi.org/10.4018/jgcms.2013040101.
Testo completoLeväsluoto, Johanna, Jouko Heikkilä, Joona Tuovinen e Kaupo Viitanen. "Gamification as an Enabler of Mutual Learning in Complex Health Care Systems". International Journal of E-Services and Mobile Applications 8, n. 4 (ottobre 2016): 35–47. http://dx.doi.org/10.4018/ijesma.2016100103.
Testo completoTrees, Lauren. "Encouraging millennials to collaborate and learn on the job". Strategic HR Review 14, n. 4 (10 agosto 2015): 118–23. http://dx.doi.org/10.1108/shr-06-2015-0042.
Testo completoAfshar Jalili, Yasha. "I rather share my knowledge". VINE Journal of Information and Knowledge Management Systems 50, n. 2 (18 ottobre 2019): 203–17. http://dx.doi.org/10.1108/vjikms-04-2019-0052.
Testo completoVillasana, María Vanessa, Ivan Miguel Pires, Juliana Sá, Nuno M. Garcia, Maria Canavarro Teixeira, Eftim Zdravevski, Ivan Chorbev e Petre Lameski. "Promotion of Healthy Lifestyles to Teenagers with Mobile Devices: A Case Study in Portugal". Healthcare 8, n. 3 (2 settembre 2020): 315. http://dx.doi.org/10.3390/healthcare8030315.
Testo completoTesi sul tema "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/.
Testo completoEriksson, 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.
Testo completoLibri sul tema "Gamification case studies"
Gibbons, William. Gamifying Classical Music. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190265250.003.0011.
Testo completoCapitoli di libri sul tema "Gamification case studies"
Sénécal, Simon, Nedjma Cadi, Marlène Arévalo e 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.
Testo completoWinoto, Pinata, e 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.
Testo completoSpitz, Rejane, Francisco Queiroz, Clorisval Pereira, Leonardo Cardarelli Leite, Marcelo P. Ferranti e 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.
Testo completode Souza Filho, José Cezar, Ingrid Teixeira Monteiro e 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.
Testo completoMoseley, Alex. "A Case for Integration". In Gamification, 1865–80. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch094.
Testo completoHauge, Jannicke Baalsrud, Elizabeth Boyle, Igor Mayer, Rob Nadolski, Johann C. K. H. Riedel, Pablo Moreno-Ger, Francesco Bellotti, Theodore Lim e 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.
Testo completoMavridis, Apostolos, Thrasyvoulos Tsiatsos e 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.
Testo completoFerrell, Jared Z., Jacqueline E. Carpenter, E. Daly Vaughn, Nikki M. Dudley e 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.
Testo completoCarvalho, Yvonne Costa, Giordano Ribeiro Eulalio Cabral e 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.
Testo completoMcKain, 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.
Testo completoAtti di convegni sul tema "Gamification case studies"
Kurnianto, Arik, e 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.
Testo completoTenório, Kamilla, Diego Dermeval e 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.
Testo completoSyafi’udin, Habib, Nova e 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.
Testo completo"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.
Testo completoUskov, Alexander, e 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.
Testo completoElgrably, Isaac Souza, e 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.
Testo completoErnesto Ferreira Costa, Igor, e 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.
Testo completoTenório, Kamilla, Diego Dermeval, Geiser Chalco Challco, Bruno Lemos, Pedro Nascimento, Rodrigo Santos e 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.
Testo completo