The present PhD thesis examines the role of ICT in educational environments. To this aim, we explore ICT‐enabled education capabilities considered persuasive for integration and dissemination of simulations and gamification across the learning environments. Moreover, we synthesize the relevance of computer simulations and gamification in business education for high school students, which have not yet oriented in their professional career. However, there is a dearth of research focused on computer simulations and gamification in high school curricula, especially considering their influence on attitude of the students towards entrepreneurship. This PhD thesis is oriented towards the combination of ICT‐enabled education concepts: sim...
This article has as object of study gamification in education, presenting a discussion about the imp...
Gamification is an important tool in education, since it helps us as a digital setting, so we can wo...
AbstractThe following paper presents the model for introduction of gamification into the field of e-...
Purpose: Entrepreneurship educators have recently employed various computer- and game-based teaching...
Gamification, applied to educational contexts, can increase the motivation and engagement of student...
The general purpose of this research is to determine the state of high school students integrating t...
Gamification can be a powerful educational tool, and has shown potential to increase student motivat...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
Games have always been used in order to motivate learning at early ages. Nevertheless, during teen y...
There is considerable mobility in the educational services market: stakeholders’ requirements, the f...
Entrepreneurship has gained a lot of attention over the recent years. New innovative ideas, as well ...
This paper investigates the research field of digital game-based learning (DGBL), attempting to shed...
The paper deals with the need for didactic and technological educational innovations in digital educ...
Gamification is a genre of social interaction that concerns those in fields like academia, as well a...
This article discusses the expediency and efficiency of implementing gamification in education. This...
This article has as object of study gamification in education, presenting a discussion about the imp...
Gamification is an important tool in education, since it helps us as a digital setting, so we can wo...
AbstractThe following paper presents the model for introduction of gamification into the field of e-...
Purpose: Entrepreneurship educators have recently employed various computer- and game-based teaching...
Gamification, applied to educational contexts, can increase the motivation and engagement of student...
The general purpose of this research is to determine the state of high school students integrating t...
Gamification can be a powerful educational tool, and has shown potential to increase student motivat...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
Games have always been used in order to motivate learning at early ages. Nevertheless, during teen y...
There is considerable mobility in the educational services market: stakeholders’ requirements, the f...
Entrepreneurship has gained a lot of attention over the recent years. New innovative ideas, as well ...
This paper investigates the research field of digital game-based learning (DGBL), attempting to shed...
The paper deals with the need for didactic and technological educational innovations in digital educ...
Gamification is a genre of social interaction that concerns those in fields like academia, as well a...
This article discusses the expediency and efficiency of implementing gamification in education. This...
This article has as object of study gamification in education, presenting a discussion about the imp...
Gamification is an important tool in education, since it helps us as a digital setting, so we can wo...
AbstractThe following paper presents the model for introduction of gamification into the field of e-...