In the new digital and online landscape, there is a significant potential to apply gamification in non‑formal education to improve learners’ experience and engagement. The concept of gamification in education refers to the presence or addition of game features in activities that are not traditionally considered games. It refers to computer games and online achievements that can be applied in various ways. Gamification in education uses the mechanics and dynamics of games to facilitate learning. In this context, four organizations from Romania, Italy and Turkey created a multidisciplinary consortium to implement the “Game-Based Learning: Innovative e-learning pedagogies for VET educators” (INNOVET) Erasmus+ project. The project aims to deve...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
AbstractThe following paper presents the model for introduction of gamification into the field of e-...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
In the rapidly evolving landscape of education, the integration of game-based learning has emerged a...
This report collects the findings and conclusions of the transnational research on "Gamification and...
The advance of the Information and Communication Technologies had a significant impact on the pedago...
The COVID-19 pandemic and the related containment measures have severely hit the labour market. Neve...
With the improvements in technology, for quite a while instructional approaches having been going th...
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 ...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
This article has as object of study gamification in education, presenting a discussion about the imp...
One of the most interesting and disruptive trends in the current elearning scenario is gamification,...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
Gamification is a genre of social interaction that concerns those in fields like academia, as well a...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
AbstractThe following paper presents the model for introduction of gamification into the field of e-...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
In the rapidly evolving landscape of education, the integration of game-based learning has emerged a...
This report collects the findings and conclusions of the transnational research on "Gamification and...
The advance of the Information and Communication Technologies had a significant impact on the pedago...
The COVID-19 pandemic and the related containment measures have severely hit the labour market. Neve...
With the improvements in technology, for quite a while instructional approaches having been going th...
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 ...
Gamification, or the use of game elements in non-game contexts, has been identified as a really inte...
This article has as object of study gamification in education, presenting a discussion about the imp...
One of the most interesting and disruptive trends in the current elearning scenario is gamification,...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
Gamification is a genre of social interaction that concerns those in fields like academia, as well a...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
AbstractThe following paper presents the model for introduction of gamification into the field of e-...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...