In this study, we developed a gamied learning platform called F-LauReLxp that employed three gamification strategies (called Horses for Courses, JudgeIt and Metrics to Escape) to help educate statistical, judgmental forecasting and forecasting accuracy respectively. This study presents a quantitative analysis of experimental design concerning learning performance of 261 students of an undergraduate and a MBA course. Treatment and control groups were compared in a series of experiments. The results show that using gamified applications as a complementary teaching tool in a forecasting course had a positive impact on students’ learning performance
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Gamification has gone through a faddish cycle. It first gained prominence around 2012 and was quickl...
Introduction: Gamification is the use of game mechanisms in non-gaming contexts in order to increase...
In this study, we developed a gamied learning platform called F-LauReLxp that employed three gamific...
In this study, we developed a gamied learning platform called F-LauReLxp that employed three gamific...
In their daily lives, people are confronted with situations where they need to form a schema of poss...
Gamification is increasingly employed in learning environments as a way to increase student motivati...
Gamification in education has been discussed with potential for further implementation at universiti...
Gamification has become the most popular topic of the last few years. Studies in gamification area a...
Gamification has been applied in different levels of education (elementary, high school, university)...
Gamification has been widely adopted in many areas, including in the educational context. The studen...
Gamification is a technique that incorporates game elements into everyday activities in order to inc...
Abstract Gamification of education is a developing approach for increasing learners’ motivation and ...
A critical need surfaced for higher education institutions to identify pioneering teaching methods t...
In this mixed method research study, the effect of gamification strategies on students’ cognitive lo...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Gamification has gone through a faddish cycle. It first gained prominence around 2012 and was quickl...
Introduction: Gamification is the use of game mechanisms in non-gaming contexts in order to increase...
In this study, we developed a gamied learning platform called F-LauReLxp that employed three gamific...
In this study, we developed a gamied learning platform called F-LauReLxp that employed three gamific...
In their daily lives, people are confronted with situations where they need to form a schema of poss...
Gamification is increasingly employed in learning environments as a way to increase student motivati...
Gamification in education has been discussed with potential for further implementation at universiti...
Gamification has become the most popular topic of the last few years. Studies in gamification area a...
Gamification has been applied in different levels of education (elementary, high school, university)...
Gamification has been widely adopted in many areas, including in the educational context. The studen...
Gamification is a technique that incorporates game elements into everyday activities in order to inc...
Abstract Gamification of education is a developing approach for increasing learners’ motivation and ...
A critical need surfaced for higher education institutions to identify pioneering teaching methods t...
In this mixed method research study, the effect of gamification strategies on students’ cognitive lo...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Gamification has gone through a faddish cycle. It first gained prominence around 2012 and was quickl...
Introduction: Gamification is the use of game mechanisms in non-gaming contexts in order to increase...