[PDF][PDF] Kahoot! It: Gamification in higher education
DTA Lin, M Ganapathy, M Kaur - Pertanika Journal of …, 2018 - pertanika.upm.edu.my
Play is a social-centred process, able to boost motivation and promote learning across all
levels and ages. With the growing push for creativity in the classroom as well as the …
levels and ages. With the growing push for creativity in the classroom as well as the …
Gamification reloaded: Current and future trends in gamification science
A Mazarakis - I-com, 2021 - degruyter.com
Gamification can help to increase motivation for various activities. As a fundamental concept
in HCI, gamification has connections with various fields involving mixed reality, health care …
in HCI, gamification has connections with various fields involving mixed reality, health care …
Improving sexual health education programs for adolescent students through game-based learning and gamification
An effective innovative pedagogy for sexual health education is required to meet the
demands of technology savvy digital natives. This study investigates the extent to which …
demands of technology savvy digital natives. This study investigates the extent to which …
A Conceptual Model of Analogue Gamification to Enhance Learners' Motivation and Attitude.
The concept of gamification has spread widely in recent years supported by the
development of technology, especially due to the plethora of computers and video games …
development of technology, especially due to the plethora of computers and video games …
[PDF][PDF] Game-based learning and gamification: Searching for definitions
Different forms of computer games are widely used in the education field. Designing
appropriate games can increase the acceptance of learning content by the learner. This …
appropriate games can increase the acceptance of learning content by the learner. This …
[PDF][PDF] Benefits and challenges of using game-based formative assessment among undergraduate students
FKM Arif, NZ Zubir, M Mohamad… - Humanities & Social …, 2019 - core.ac.uk
Purpose of the study: This research aims to identify the advantages and challenges faced by
TESL undergraduates from Universiti Kebangsaan Malaysia in using Kahoot as a formative …
TESL undergraduates from Universiti Kebangsaan Malaysia in using Kahoot as a formative …
Gamification and entrepreneurial intentions
JL Ruiz-Alba, A Soares… - Journal of Small …, 2019 - emerald.com
Purpose The purpose of this paper is to investigate how gamification can influence
entrepreneurial intentions (EI) of a group of users of an online platform provided by a private …
entrepreneurial intentions (EI) of a group of users of an online platform provided by a private …
Using gamified strategies in higher education: relationship between intrinsic motivation and contextual variables
A López-Martínez, L Meroño, M Cánovas-López… - Sustainability, 2022 - mdpi.com
The application of Information and Communication Technologies in the classroom
encourages student learning by increasing their motivation and promoting collaborative …
encourages student learning by increasing their motivation and promoting collaborative …
The use of gamification at different levels of e-recruitment
J Woźniak - Management Dynamics in the Knowledge Economy, 2015 - ceeol.com
E-recruitment is a field of human resources where ICT tools are frequently used. We
popularly assume that the scope with which they are used differs between countries, and …
popularly assume that the scope with which they are used differs between countries, and …
Incorpating gamification in a flipped classroom approach: A review of literature
A Sulong, AB Ibrahim, A Abas… - Jurnal Pendidikan Bitara …, 2021 - ojs.upsi.edu.my
This study aimed towards designing and developing an instructional learning module,
where it combines flipped classroom approach and gamification. Information obtained …
where it combines flipped classroom approach and gamification. Information obtained …