Gamification and learning: a review of issues and research

F Faiella, M Ricciardi - Journal of e-learning and knowledge society, 2015 - learntechlib.org
This paper will review the literature on gamification and aim to apply principles of analysis
for synthesize existing research, identify issues of controversy, uncover areas that future …

Using the kaleidoscope career model to examine generational differences in work attitudes

SE Sullivan, ML Forret, SM Carraher… - Career Development …, 2009 - emerald.com
Purpose–The purpose of this paper is to examine, utilising the Kaleidoscope Career Model,
whether members of the Baby Boom generation and Generation X differ in their needs for …

Совершенствование методологии геймификации учебного процесса в цифровой образовательной среде

НЛ Караваев, ЕВ Соболева - 2019 - elibrary.ru
Он взрослых изводил вопросом «Почему?» Его прозвали «маленький философ». Но
только он подрос, как начали ему Преподносить ответы без вопросов. И с этих пор он …

Il Valore Pedagogico della gamification: una revisione sistematica

Y Vezzoli, A Tovazzi - Formazione & insegnamento, 2018 - ojs.pensamultimedia.it
This paper aims to analyse the emerging methodology of gamification, defined as “the use of
game design elements in non-game contexts”(Dertending et al., 2011). In particular, we …

Teaching causation and effectuation in the large classroom: A production–trade game

N Memar, A Sundström… - Journal of Management …, 2021 - journals.sagepub.com
Researchers claim that experiential learning approaches (eg, gamification) are well-suited
to management and entrepreneurship education. However, this research has been …

Didactic value of gamification tools for teaching modeling as a method of learning and cognitive activity at school

EV Soboleva, EG Galimova… - Eurasia Journal of …, 2018 - ejmste.com
The relevance of this article is determined by the possibility to increase the efficiency of
teaching modeling at schools by means of involving modern gaming and educational …

Continuance use intention of enterprise instant messaging: a knowledge management perspective

H Ajjan, R Hartshorne, Y Cao… - Behaviour & information …, 2014 - Taylor & Francis
Instant messaging has been widely utilised by a variety of types of organisations to improve
the efficiency and effectiveness of internal communication and knowledge management …

Augmented reality, virtual reality and digital games: a research on teacher candidates.

O Sarigoz - Educational Policy Analysis and Strategic Research, 2019 - ERIC
Virtual reality, although it is in the real world, is a three-dimensional simulation model that
brings users to a different environment with computer-generated graphics, video and audio …

The influence of generation on knowledge sharing connections and methods in construction and engineering organizations headquartered in the US

M Sanaei, AN Javernick-Will… - Construction …, 2013 - Taylor & Francis
Four generations of employees: Traditionalists, Baby boomers, Generation X and
Generation Y, are now working together in organizations. This demographic diversity can …

Integrating didactic games in higher education: Benefits and challenges

A Körei, S Szilágyi, Z Török - Teaching Mathematics and Computer …, 2021 - ojs.lib.unideb.hu
In our paper, we study the reasons for the introduction of didactic games and the way of their
application in higher education, especially in teaching mathematics. After describing the …