In their daily lives, people are confronted with situations where they need to form a schema of possible future scenarios and the likelihood of them occurring, be it about climate change, economic up- or downturn, or even the potential success of a romantic date. Be these issues of mundane or universal importance, this judgmental forecasting poses people with a difficult pervasive cognitive challenge. Commonly, judgmental forecasting is taught in forecasting courses syllabi, and the pedagogy surrounding it is challenging. However, gamification and game-based learning have risen as promising tools to simulate different kinds of scenarios and stimulate cognitive problem solving. This study investigates the effects of a gamified application wi...
Gamification has now started to take root in the post-secondary classroom. Educators have learned mu...
This thesis suggests that the use of game elements may improve the results in processes of reflectiv...
Gamification typically refers to the use of game elements in a business context in order to change u...
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...
ReviewBackground: Cognitive tasks are typically viewed as effortful, frustrating and repetitive, whi...
Background: Cognitive tasks are typically viewed as effortful, frustrating, and repetitive, which of...
Gamification is increasingly employed in learning environments as a way to increase student motivati...
A critical need surfaced for higher education institutions to identify pioneering teaching methods t...
Many students play (computer) games in their leisure time, thus acquiring skills which can easily be...
Gamification has gone through a faddish cycle. It first gained prominence around 2012 and was quickl...
Gamification has become a new trend in learning in the 21st century, by utilizing technology with ga...
In this mixed method research study, the effect of gamification strategies on students’ cognitive lo...
Gamification is a pedagogical technique for enriching the student experience. It has been positioned...
Abstract Gamification of education is a developing approach for increasing learners’ motivation and ...
Gamification has now started to take root in the post-secondary classroom. Educators have learned mu...
This thesis suggests that the use of game elements may improve the results in processes of reflectiv...
Gamification typically refers to the use of game elements in a business context in order to change u...
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...
ReviewBackground: Cognitive tasks are typically viewed as effortful, frustrating and repetitive, whi...
Background: Cognitive tasks are typically viewed as effortful, frustrating, and repetitive, which of...
Gamification is increasingly employed in learning environments as a way to increase student motivati...
A critical need surfaced for higher education institutions to identify pioneering teaching methods t...
Many students play (computer) games in their leisure time, thus acquiring skills which can easily be...
Gamification has gone through a faddish cycle. It first gained prominence around 2012 and was quickl...
Gamification has become a new trend in learning in the 21st century, by utilizing technology with ga...
In this mixed method research study, the effect of gamification strategies on students’ cognitive lo...
Gamification is a pedagogical technique for enriching the student experience. It has been positioned...
Abstract Gamification of education is a developing approach for increasing learners’ motivation and ...
Gamification has now started to take root in the post-secondary classroom. Educators have learned mu...
This thesis suggests that the use of game elements may improve the results in processes of reflectiv...
Gamification typically refers to the use of game elements in a business context in order to change u...