Game-based technologies are part of the gamification world understood as a form of action characterized by the introduction of typical elements of the game within educational and professional contexts. The principle is to use typical dynamics (prizes, rewards, competition, fun, socialization) that gratify the participants and motivate them to continue the task. The birth of the concept of gamification gave rise to the application of rules to reality as a way to make it easier for people to approach certain aspects of their life that are often not experienced with the necessary positivity. In other words, gaming can simplify that which is complex, turn obstacles into challenges, make limits become acceptable. With this purpose the study is ...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
Educators in classrooms all over the world are focused on integrating and utilizing new technologies...
Gamification is a pedagogical technique for enriching the student experience. It has been positioned...
Over the past few years the application of educational technology in the classroom setting has been ...
The game has always represented a role of fundamental importance in the activation of learning proce...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
Digital games and gamification strategies maintain players' attention, require them to solve problem...
The idea of Gamification is very popular for applying the gaming concept theory in various fields. N...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
Introduction: Gamification is the use of game mechanisms in non-gaming contexts in order to increase...
Motivation can sometimes be a problem for learners, especially when they do not find the purpose of ...
The term gamification was first brought up a game designer Nick Pelling back in 2004, (Rughini?, 201...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
Educators in classrooms all over the world are focused on integrating and utilizing new technologies...
Gamification is a pedagogical technique for enriching the student experience. It has been positioned...
Over the past few years the application of educational technology in the classroom setting has been ...
The game has always represented a role of fundamental importance in the activation of learning proce...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
Digital games and gamification strategies maintain players' attention, require them to solve problem...
The idea of Gamification is very popular for applying the gaming concept theory in various fields. N...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
Introduction: Gamification is the use of game mechanisms in non-gaming contexts in order to increase...
Motivation can sometimes be a problem for learners, especially when they do not find the purpose of ...
The term gamification was first brought up a game designer Nick Pelling back in 2004, (Rughini?, 201...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
Educators in classrooms all over the world are focused on integrating and utilizing new technologies...
Gamification is a pedagogical technique for enriching the student experience. It has been positioned...