You are here:

Gamification 174

Compiled by Tammy Huang

Favorite
  • E-mail
  • Tags

    • Gamified Assessment Supported by a Dynamic 3D Collaborative Game

      Mavridis, A., Tsiatsos, T., Chatzakis, M., Kitsikoudis, K. & Lazarou, E. (2015). Gamified Assessment Supported by a Dynamic 3D Collaborative Game. International Journal of Game-Based Learning, 5(2), 39-54. IGI Global.

    • The Finnish-US Network (FUN): Studying Flow in Educational Games & Gamified Learning Environments

      Rowe, E. & Shernoff, D. (2014). The Finnish-US Network (FUN): Studying Flow in Educational Games & Gamified Learning Environments. In J. Viteli & M. Leikomaa (Eds.), Proceedings of EdMedia 2014--World Conference on Educational Media and Technology (pp. 2508-2511). Tampere, Finland: Association for the Advancement of Computing in Education (AACE).

    • Measuring Flow in Educational Games and Gamified Learning Environments

      Shernoff, D., Hamari, J. & Rowe, E. (2014). Measuring Flow in Educational Games and Gamified Learning Environments. In J. Viteli & M. Leikomaa (Eds.), Proceedings of EdMedia 2014--World Conference on Educational Media and Technology (pp. 2276-2281). Tampere, Finland: Association for the Advancement of Computing in Education (AACE).

    • Usability Metrics for Gamified E-learning Course: A Multilevel Approach

      Sobodić, A., Balaban, I. & Kermek, D. (2018). Usability Metrics for Gamified E-learning Course: A Multilevel Approach. International Journal of Emerging Technologies in Learning (iJET), 13(5), 41-55. Kassel, Germany: International Association of Online Engineering.

    • A Gamification Design for the Classroom

      Hitchens, M. & Tulloch, R. (2018). A Gamification Design for the Classroom. Interactive Technology and Smart Education, 15(1), 28-45.

    • Can Digital Natives Level-Up in a Gamified Curriculum?

      de Byl, P. (2012). Can Digital Natives Level-Up in a Gamified Curriculum?. In M. Brown, M. Hartnett & T. Stewart (Eds.), Proceedings of ASCILITE - Australian Society for Computers in Learning in Tertiary Education Annual Conference 2012. Australasian Society for Computers in Learning in Tertiary Education.

    • The Impact of Gamification - Recommending Education Scenarios

      Erenli, K. (2013). The Impact of Gamification - Recommending Education Scenarios. International Journal of Emerging Technologies in Learning (iJET), 8(2013),. Kassel, Germany: International Association of Online Engineering.

    • Gamification in a Social Learning Environment

      Giannetto, D., Chao, J. & Fontana, A. (2013). Gamification in a Social Learning Environment. In E. Cohen & E. Boyd (Eds.), Proceedings of Proceedings of the Informing Science and Information Technology Education Conference 2013 (pp. 195-207). Informing Science Institute.

    • Gamify Your Teaching - Using Location-Based Games for Educational Purposes

      Erenli, K. (2013). Gamify Your Teaching - Using Location-Based Games for Educational Purposes. International Journal of Advanced Corporate Learning (iJAC), 6(2), 22-27. Kassel University Press GmbH.

    • Mobile Gamification in Education Engage, Educate and Entertain via Gamified Mobile Apps

      Khaddage, F., Lattemann, C. & Acosta-Díaz, R. (2014). Mobile Gamification in Education Engage, Educate and Entertain via Gamified Mobile Apps. In M. Searson & M. Ochoa (Eds.), Proceedings of SITE 2014--Society for Information Technology & Teacher Education International Conference (pp. 1654-1660). Jacksonville, Florida, United States: Association for the Advancement of Computing in Education (AACE).

    • NgageCollab: A Gamified Platform to Foster Engagement and Collaboration Amongst Researchers

      Doleck, T. & Lajoie, S. (2014). NgageCollab: A Gamified Platform to Foster Engagement and Collaboration Amongst Researchers. In J. Viteli & M. Leikomaa (Eds.), Proceedings of EdMedia 2014--World Conference on Educational Media and Technology (pp. 610-614). Tampere, Finland: Association for the Advancement of Computing in Education (AACE).

    • Giving virtual world learning a pedagogical boost with a gamified authentic learning design

      Teräs, H., Teräs, M. & Reiners, T. (2014). Giving virtual world learning a pedagogical boost with a gamified authentic learning design. In J. Viteli & M. Leikomaa (Eds.), Proceedings of EdMedia 2014--World Conference on Educational Media and Technology (pp. 1688-1693). Tampere, Finland: Association for the Advancement of Computing in Education (AACE).

    • SlidesCraft: Gamified Knowledge Dissemination with SlideShare

      Chang, J.S.K. & Whittinghill, D. (2014). SlidesCraft: Gamified Knowledge Dissemination with SlideShare. In T. Bastiaens (Ed.), Proceedings of World Conference on E-Learning (pp. 344-349). New Orleans, LA, USA: Association for the Advancement of Computing in Education (AACE).

    • Gamification of Quantum Mechanics Teaching

      Bjælde, O.E., Pedersen, M.K. & Sherson, J. (2014). Gamification of Quantum Mechanics Teaching. In T. Bastiaens (Ed.), Proceedings of World Conference on E-Learning (pp. 218-222). New Orleans, LA, USA: Association for the Advancement of Computing in Education (AACE).

    • From Games Played by Secondary Students to a Gamification Framework

      Carvalho, A.A., Zagalo, N. & Araujo, I. (2015). From Games Played by Secondary Students to a Gamification Framework. In D. Rutledge & D. Slykhuis (Eds.), Proceedings of SITE 2015--Society for Information Technology & Teacher Education International Conference (pp. 737-744). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE).

    • Gamification: Game –Based Methods and Strategies to Increase Engagement and Motivation within an eLearning Environment

      Measles, S. & Abu-Dawood, S. (2015). Gamification: Game –Based Methods and Strategies to Increase Engagement and Motivation within an eLearning Environment. In D. Rutledge & D. Slykhuis (Eds.), Proceedings of SITE 2015--Society for Information Technology & Teacher Education International Conference (pp. 809-814). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE).

    • Investigating the Development of TPACK Knowledge through Gamification

      Figg, C. & Jaipal-Jamani, K. (2015). Investigating the Development of TPACK Knowledge through Gamification. In D. Rutledge & D. Slykhuis (Eds.), Proceedings of SITE 2015--Society for Information Technology & Teacher Education International Conference (pp. 3148-3156). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE).

    • A mobile gamification learning system for improving the learning motivation and achievements

      Su, C. & Cheng, C. (2015). A mobile gamification learning system for improving the learning motivation and achievements. Journal of Computer Assisted Learning, 31(3), 268-286. Wiley.

    • Gamification of an Information Security Management Course

      Vail, J. (2015). Gamification of an Information Security Management Course. In S. Carliner, C. Fulford & N. Ostashewski (Eds.), Proceedings of EdMedia 2015--World Conference on Educational Media and Technology (pp. 1720-1731). Montreal, Quebec, Canada: Association for the Advancement of Computing in Education (AACE).

    • Gamification and learning: a review of issues and research

      Faiella, F. & Ricciardi, M. (2015). Gamification and learning: a review of issues and research. Journal of e-Learning and Knowledge Society, 11(3),. Italian e-Learning Association.

    Download CoursePack Download CoursePack & Close Window