Copyright © 2018 IADIS Press. All rights reserved. In the paper we present a software platform for applying gamification to the Unified State Examination (USE) preparation activities in the Russian Federation. The USE is a final examination at school as well as a university entrance examination. Students' preparing for the examination takes a long time and is accompanied by solving a large number of similar tasks. Over time students' interest in these activities is reducing, which leads to unsatisfactory results. We developed a mobile learning tool for the USE preparation which uses game mechanics to increase the involvement of students in the process of preparing for the USE. These mechanics are based on our model of implementing the gamif...
This final project has focused on the improvement of an existing application called Classpip, which ...
AbstractThis paper aimed to investigate how gamified learning approach influence science learning ac...
In this research, gamification techniques were investigated on how they could be effectively used in...
Copyright © 2018 IADIS Press. All rights reserved. In the paper we present a software platform for a...
© 2017. In this paper we study a new model of mobile learning for the Unified State Exam (USE) prepa...
Nowadays, when there are lots of different sources of information, where you can learn everything, t...
The work presented in this document focuses on the implementation of a mobile phone application to s...
The educational gamification tool described in the present document has been accomplished as a resul...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
The use of distance learning technology (e-learning) needs to be addressed so that learning objectiv...
AbstractThe following paper presents the model for introduction of gamification into the field of e-...
The use of gamification principles can be valuable to motivate students and enhance their learning e...
Gamification, namely applying game-like thinking to non-game applications, has been becoming a commo...
In this contribution we present a game-based learning concept which is based on mobile devices. It f...
© 2018 by the authors. The relevance of this article is determined by the possibility to increase th...
This final project has focused on the improvement of an existing application called Classpip, which ...
AbstractThis paper aimed to investigate how gamified learning approach influence science learning ac...
In this research, gamification techniques were investigated on how they could be effectively used in...
Copyright © 2018 IADIS Press. All rights reserved. In the paper we present a software platform for a...
© 2017. In this paper we study a new model of mobile learning for the Unified State Exam (USE) prepa...
Nowadays, when there are lots of different sources of information, where you can learn everything, t...
The work presented in this document focuses on the implementation of a mobile phone application to s...
The educational gamification tool described in the present document has been accomplished as a resul...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
The use of distance learning technology (e-learning) needs to be addressed so that learning objectiv...
AbstractThe following paper presents the model for introduction of gamification into the field of e-...
The use of gamification principles can be valuable to motivate students and enhance their learning e...
Gamification, namely applying game-like thinking to non-game applications, has been becoming a commo...
In this contribution we present a game-based learning concept which is based on mobile devices. It f...
© 2018 by the authors. The relevance of this article is determined by the possibility to increase th...
This final project has focused on the improvement of an existing application called Classpip, which ...
AbstractThis paper aimed to investigate how gamified learning approach influence science learning ac...
In this research, gamification techniques were investigated on how they could be effectively used in...