Articoli di riviste sul tema "Gamification case studies"
Cita una fonte nei formati APA, MLA, Chicago, Harvard e in molti altri stili
Vedi i top-50 articoli di riviste per l'attività di ricerca sul tema "Gamification case studies".
Accanto a ogni fonte nell'elenco di riferimenti c'è un pulsante "Aggiungi alla bibliografia". Premilo e genereremo automaticamente la citazione bibliografica dell'opera scelta nello stile citazionale di cui hai bisogno: APA, MLA, Harvard, Chicago, Vancouver ecc.
Puoi anche scaricare il testo completo della pubblicazione scientifica nel formato .pdf e leggere online l'abstract (il sommario) dell'opera se è presente nei metadati.
Vedi gli articoli di riviste di molte aree scientifiche e compila una bibliografia corretta.
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 completoJamaluddin, Junaidah, Mahathir Mahali, Norlaila Mohd Din, Mohamad Azmi Nias Ahmad, Nur Syazwani Mohamad Fadzillah e 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, n. 1 (28 febbraio 2020): 17. http://dx.doi.org/10.24191/smrj.v17i1.8140.
Testo completoZejda, Pavel, e David Zejda. "Exploitation of the Virtual Worlds in Tourism and Tourism Education". Czech Journal of Tourism 5, n. 2 (1 dicembre 2016): 173–88. http://dx.doi.org/10.1515/cjot-2016-0010.
Testo completoKarpikova, Irina, e Viktoriia Artamonova. "Attracting Audience to Digital Media Using Gamification Elements". Theoretical and Practical Issues of Journalism 7, n. 4 (15 ottobre 2018): 599–614. http://dx.doi.org/10.17150/2308-6203.2018.7(4).599-614.
Testo completoParra-González, María Elena, Jesús López Belmonte, Adrián Segura-Robles e Arturo Fuentes Cabrera. "Active and Emerging Methodologies for Ubiquitous Education: Potentials of Flipped Learning and Gamification". Sustainability 12, n. 2 (14 gennaio 2020): 602. http://dx.doi.org/10.3390/su12020602.
Testo completoO'Hagan, Minako. "Translation as the new game in the digital era". Translation Spaces 1 (13 agosto 2012): 123–41. http://dx.doi.org/10.1075/ts.1.06oha.
Testo completoLu, Hsi-Peng, e Hui-Chen Ho. "Exploring the Impact of Gamification on Users’ Engagement for Sustainable Development: A Case Study in Brand Applications". Sustainability 12, n. 10 (20 maggio 2020): 4169. http://dx.doi.org/10.3390/su12104169.
Testo completoXavier, 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, n. 4 (dicembre 2020): 733–60. http://dx.doi.org/10.1590/1984-6398202016396.
Testo completoTsarava, Katerina, Korbinian Moeller e Manuel Ninaus. "Training Computational Thinking through board games: The case of Crabs & Turtles". International Journal of Serious Games 5, n. 2 (19 giugno 2018): 25–44. http://dx.doi.org/10.17083/ijsg.v5i2.248.
Testo completoVilardaga, Roger, Javier Rizo, Richard K. Ries, Julie A. Kientz, Douglas M. Ziedonis, Kayla Hernandez e 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, n. 6 (16 novembre 2018): 1076–86. http://dx.doi.org/10.1093/tbm/iby097.
Testo completoMontero-Navarro, Antonio, José-Luis Rodríguez-Sánchez, Rocio Gallego-Losada e Thais González-Torres. "The wire games. A gaming experience within a Grade Class". WPOM-Working Papers on Operations Management 11, n. 1 (24 gennaio 2020): 14. http://dx.doi.org/10.4995/wpom.v11i1.12823.
Testo completoLuimula, Mika, Christina Kattimeri, Niina Katajapuu, Paula Pitkäkangas, Helena Malmivirta, Aung Pyae, Tapani Liukkonen e Jouni Smed. "Gamified Solutions in Healthcare - Testing Rehabilitation Games in Finland and Asia". Acta Technica Jaurinensis 10, n. 1 (6 marzo 2017): 35. http://dx.doi.org/10.14513/actatechjaur.v10.n1.412.
Testo completoHass, Danielle, Ashley Hass e Mathew Joseph. "A preliminary investigation of gamification from the young consumer’s perspective". Young Consumers 22, n. 3 (4 febbraio 2021): 413–28. http://dx.doi.org/10.1108/yc-10-2020-1221.
Testo completoFraga-Varela, Fernando, Esther Vila-Couñago e Esther Martínez-Piñeiro. "The impact of serious games in mathematics fluency: A study in Primary Education". Comunicar 29, n. 69 (1 ottobre 2021): 125–35. http://dx.doi.org/10.3916/c69-2021-10.
Testo completoBenjamin, Garfield. "Playing at Control: Writing Surveillance in/for Gamified Society". Surveillance & Society 17, n. 5 (10 dicembre 2019): 699–713. http://dx.doi.org/10.24908/ss.v17i5.13204.
Testo completoGómez Prada, Urbano Eliécer, Martha Lucía Orellana Hernández e 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, n. 15 (11 settembre 2020): 4. http://dx.doi.org/10.3991/ijim.v14i15.14597.
Testo completoPerlin, Rodrigo, Ricardo Tombesi Macedo e Sidnei Renato Silveira. "UMA ABORDAGEM CONSTRUTIVISTA NO ENSINO DE ALGORITMOS E LÓGICA DE PROGRAMAÇÃO COM O AUXÍLIO DE UMA FERRAMENTA GAMIFICADA". e-xacta 12, n. 1 (23 giugno 2019): 29. http://dx.doi.org/10.18674/exacta.v12i1.2731.
Testo completoSzeto, Mindy D., Daniel Strock, Jarett Anderson, Torunn E. Sivesind, Victoria M. Vorwald, Hope R. Rietcheck, Gil S. Weintraub e Robert P. Dellavalle. "Gamification and Game-Based Strategies for Dermatology Education: Narrative Review". JMIR Dermatology 4, n. 2 (30 agosto 2021): e30325. http://dx.doi.org/10.2196/30325.
Testo completoBuckley, Patrick, Seamus Noonan, Conor Geary, Thomas Mackessy e Eoghan Nagle. "An Empirical Study of Gamification Frameworks". Journal of Organizational and End User Computing 31, n. 1 (gennaio 2019): 22–38. http://dx.doi.org/10.4018/joeuc.2019010102.
Testo completoWarsinsky, Simon, Manuel Schmidt-Kraepelin, Sascha Rank, Scott Thiebes e 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, n. 9 (10 settembre 2021): e30390. http://dx.doi.org/10.2196/30390.
Testo completoGarcía-Jurado, Alejandro, Pilar Castro-González, Mercedes Torres-Jiménez e Antonio L. Leal-Rodríguez. "Evaluating the role of gamification and flow in e-consumers: millennials versus generation X". Kybernetes 48, n. 6 (3 giugno 2019): 1278–300. http://dx.doi.org/10.1108/k-07-2018-0350.
Testo completoSeiffert-Brockmann, Jens, Wolfgang Weitzl e Magdalena Henriks. "Stakeholder engagement through gamification". Journal of Communication Management 22, n. 1 (5 febbraio 2018): 67–78. http://dx.doi.org/10.1108/jcom-12-2016-0096.
Testo completoLienert, Jeffrey, e Mitesh Patel. "Patient Phenotypes Help Explain Variation in Response to a Social Gamification Weight Loss Intervention". American Journal of Health Promotion 34, n. 3 (26 dicembre 2019): 277–84. http://dx.doi.org/10.1177/0890117119892776.
Testo completoLiu, Li, Ya-Yi Zhao, Chen Yang e Helen Yue-Lai Chan. "Gamification for promoting advance care planning: A mixed-method systematic review and meta-analysis". Palliative Medicine 35, n. 6 (29 marzo 2021): 1005–19. http://dx.doi.org/10.1177/02692163211005343.
Testo completoBerton, 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, n. 8 (7 agosto 2020): 2567. http://dx.doi.org/10.3390/jcm9082567.
Testo completoLuhova, 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, n. 8 (2020): 42–59. http://dx.doi.org/10.28925/2414-0325.2020.8.6.
Testo completoTansley, Carole, Ella Hafermalz e Kristine Dery. "Talent development gamification in talent selection assessment centres". European Journal of Training and Development 40, n. 7 (1 agosto 2016): 490–512. http://dx.doi.org/10.1108/ejtd-03-2016-0017.
Testo completoSafapour, Elnaz, Sharareh Kermanshachi e Piyush Taneja. "A Review of Nontraditional Teaching Methods: Flipped Classroom, Gamification, Case Study, Self-Learning, and Social Media". Education Sciences 9, n. 4 (14 novembre 2019): 273. http://dx.doi.org/10.3390/educsci9040273.
Testo completoZhang, Melvyn, Ranganath Vallabhajosyula e Daniel Fung. "Emotional Bias Modification for Individuals With Attention Deficit Hyperactivity Disorder: Protocol for a Co-Design Study". JMIR Research Protocols 9, n. 12 (23 dicembre 2020): e24078. http://dx.doi.org/10.2196/24078.
Testo completoRyynänen, Sanna, e 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, n. 3 (luglio 2019): 53–63. http://dx.doi.org/10.4018/ijide.2019070105.
Testo completoShusterman, Michael, Lawrence Cytryn e 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 (13 novembre 2019): 5795. http://dx.doi.org/10.1182/blood-2019-129454.
Testo completoEl-Jawahri, Areej, Joseph Greer, Emily M. Wright, Olivia Vanbenschoten, Lauren Waldman e Jennifer S. Temel. "Development of a multicomponent psychological mobile application (app) for patients with acute myeloid leukemia (AML)." Journal of Clinical Oncology 36, n. 34_suppl (1 dicembre 2018): 166. http://dx.doi.org/10.1200/jco.2018.36.34_suppl.166.
Testo completoZhang, Melvyn, Sandor Heng, Guo Song, Daniel SS Fung e Helen E. Smith. "Co-designing a Mobile Gamified Attention Bias Modification Intervention for Substance Use Disorders: Participatory Research Study". JMIR mHealth and uHealth 7, n. 10 (3 ottobre 2019): e15871. http://dx.doi.org/10.2196/15871.
Testo completoCerezo-Narváez, Alberto, Antonio Córdoba-Roldán, Andrés Pastor-Fernández, Francisco Aguayo-González, Manuel Otero-Mateo e Pablo Ballesteros-Pérez. "Training Competences in Industrial Risk Prevention with Lego® Serious Play®: A Case Study". Safety 5, n. 4 (8 novembre 2019): 81. http://dx.doi.org/10.3390/safety5040081.
Testo completoCharness, Neil H., e Scott R. Beach. "DESIGNING TECHNOLOGY TO SUPPORT HEALTHCARE FOR AGING ADULTS". Innovation in Aging 3, Supplement_1 (novembre 2019): S31—S32. http://dx.doi.org/10.1093/geroni/igz038.122.
Testo completoAndrikopoulou, Elisavet, Philip Scott, Helena Herrera e 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, n. 9 (settembre 2019): e028628. http://dx.doi.org/10.1136/bmjopen-2018-028628.
Testo completoAbraham, Olufunmilola, Sarah LeMay, Sarah Bittner, Tanvee Thakur, Haley Stafford e Randall Brown. "Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review". JMIR Serious Games 8, n. 2 (29 aprile 2020): e16096. http://dx.doi.org/10.2196/16096.
Testo completoD’Antrassi, Pierluigi, Miloš Ajčević, Kira Stellato, Andrea Di Lenarda, Sara Marceglia, Agostino Accardo e Irene Lasorsa. "Personalized support for chronic conditions". Applied Clinical Informatics 07, n. 03 (luglio 2016): 633–45. http://dx.doi.org/10.4338/aci-2016-01-ra-0011.
Testo completoRosmansyah, Yusep, Mohamad Achiruzaman e 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.
Testo completoTadas, Shreya, e 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, n. 11 (11 novembre 2020): e18025. http://dx.doi.org/10.2196/18025.
Testo completoTaufik, Ali, Tatang Apendi, Suid Saidi e Zen Istiarsono. "Parental Perspectives on the Excellence of Computer Learning Media in Early Childhood Education". JPUD - Jurnal Pendidikan Usia Dini 13, n. 2 (8 dicembre 2019): 356–70. http://dx.doi.org/10.21009/jpud.132.11.
Testo completo