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Rubén Camacho-Sánchez, Aaron Rillo-Albert and Pere Lavega-Burgués
Digital game-based learning (DGBL) and Gamification are emerging methodological strategies in education. This research aims to analyze the effects on academic performance and motivation after an experience combining DGBL and Gamification in university st...
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Haoqun Yan, Hongfeng Zhang, Shaodan Su, Johnny F. I. Lam and Xiaoyu Wei
With the popularity of online education, multiple technology-based educational tools are gradually being introduced into online learning. The role of gamification in online education has been of interest to researchers. Based on learners? visual, auditor...
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Yongyan Guo, Tongyao Yuan and Siyu Yue
The use of gamification elements in health apps has been shown to promote healthy behaviors. However, one-size-fits-all gamification strategy does not have the best persuasive effect. Therefore, the aim of this paper was to determine how to select person...
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Olga R. Laponina,Vasily A. Matoshenko
Pág. 31 - 44
The article discusses the procedure for introducing game mechanisms into the educational process. The main elements of gamification, the concept of the game element "Capture the flag" ("CaptureTheFlag" - CTF) are described, the basic principles of the ar...
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Kevin Hosea Widjaya,Wirawan Istiono
Pág. 62 - 69
Human is a social being, where humans need to socialize with the other humans. One of the interactions that do by humans is speaking. When humans speaks, humans use a language because it?s one of the important roles in communicating, but some humans are ...
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