The aim of this research is to design a proposed model for Mobile Digital Content Applications Based on Gamification and measure its effectiveness in the development of psychological well-being among the graduate students of King Abdulaziz University who are challenged with issues related to the nature of postgraduate studies, which may affect their levels of psychological well-being. Research sample consisted of (62) students, particularly those who are students of the postgraduate programs at King Abdulaziz University. The study has applied the semi-experimental approach that is based on two group design. The experimental group used an application version called "My Academic Advisor", which was developed according to the proposed model, w...
The digital world demands graduates who are accustomed to deal with technology. Blended learning is ...
The study used gamified mobile courseware in a Statistics and Probability class. A mixed-method desi...
The study used gamified mobile courseware in a Statistics and Probability class. A mixed-method desi...
The aim of this research is to design a proposed model for Mobile Digital Content Applications Based...
The aim of this research is to design a proposed model for Mobile Digital Content Applications Based...
Background. According to the World Health Organization, over 264 million people suffer from depressi...
Background. According to the World Health Organization, over 264 million people suffer from depressi...
In this research, gamification techniques were investigated on how they could be effectively used in...
Resilience, a person's mental ability to deal with challenging situations adaptively, is an importan...
Given the alarming rise in the mental health issues among individuals of all age groups, it somehow ...
University students’ mental well-being is a growing worldwide concern and is linked to their academi...
Forty percent of all general-practitioner appointments are related to mental illness, although less ...
The study in this research has demonstrated the effectiveness of gamification in changing user behav...
Suitable teaching method is considered as main base of qualification. Most educational psychologists...
Nowadays, when there are lots of different sources of information, where you can learn everything, t...
The digital world demands graduates who are accustomed to deal with technology. Blended learning is ...
The study used gamified mobile courseware in a Statistics and Probability class. A mixed-method desi...
The study used gamified mobile courseware in a Statistics and Probability class. A mixed-method desi...
The aim of this research is to design a proposed model for Mobile Digital Content Applications Based...
The aim of this research is to design a proposed model for Mobile Digital Content Applications Based...
Background. According to the World Health Organization, over 264 million people suffer from depressi...
Background. According to the World Health Organization, over 264 million people suffer from depressi...
In this research, gamification techniques were investigated on how they could be effectively used in...
Resilience, a person's mental ability to deal with challenging situations adaptively, is an importan...
Given the alarming rise in the mental health issues among individuals of all age groups, it somehow ...
University students’ mental well-being is a growing worldwide concern and is linked to their academi...
Forty percent of all general-practitioner appointments are related to mental illness, although less ...
The study in this research has demonstrated the effectiveness of gamification in changing user behav...
Suitable teaching method is considered as main base of qualification. Most educational psychologists...
Nowadays, when there are lots of different sources of information, where you can learn everything, t...
The digital world demands graduates who are accustomed to deal with technology. Blended learning is ...
The study used gamified mobile courseware in a Statistics and Probability class. A mixed-method desi...
The study used gamified mobile courseware in a Statistics and Probability class. A mixed-method desi...