gamification

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1
Coming Together: R&D and Children's Entertainment Company in Designing APPs for Learning Early Math.
Mera, Carlos;Ruiz, Gonzalo;Aguilar, Manuel;Aragón, Estíbaliz;Delgado, Cándida;Menacho, Inmaculada;Ma...
2018 Frontiers in psychology DOI: 10.3389/fpsyg.2018.0... 227 views
2
Development and evaluation of 'Pure Rush': An online serious game for drug education.
Stapinski, Lexine A;Reda, Bill;Newton, Nicola C;Lawler, Siobhan;Rodriguez, Daniel;Chapman, Catherine...
2018 drug and alcohol review DOI: 10.1111/dar.12611 336 views
3
A web-based review game as a measure of overall course knowledge in pharmacotherapeutics.
Dell, Kamila A;Chudow, Melissa B;
2019 Currents in pharmacy teaching & learning DOI: S1877-1297(18)30249-... 248 views
4
Design and Development of the "" Smartphone Game: A Blended Problem-Solving Intervention for Adolescent Mental Health in India.
Gonsalves, Pattie P;Hodgson, Eleanor S;Kumar, Avinash;Aurora, Tiara;Chandak, Yash;Sharma, Rhea;Miche...
2019 Frontiers in public health DOI: 10.3389/fpubh.2019.0... 459 views
5
Pilot Study Suggests Smartphone Application Knowledge Improves Resident Transesophageal Echocardiography Knowledge: A Randomized Controlled Trial.
Linganna, Regina E;Patel, Samuel J;Ghofaily, Lourdes Al;Mackay, Emily J;Spelde, Audrey E;Zhou, Eliza...
2020 journal of cardiothoracic and vascular anesthesia DOI: S1053-0770(20)30021-... 275 views
6
User preferences for a mobile application to report adverse events following vaccination.
Nguyen, M T H;Ott, J J;Caputo, M;Keller-Stanislawski, B;Klett-Tammen, C J;Linnig, S;Mentzer, D;Kraus...
2020 die pharmazie DOI: 10.1691/ph.2020.9734 329 views
7
Engaging Users in the Behavior Change Process With Digitalized Motivational Interviewing and Gamification: Development and Feasibility Testing of the Precious App.
Nurmi, Johanna;Knittle, Keegan;Ginchev, Todor;Khattak, Fida;Helf, Christopher;Zwickl, Patrick;Castel...
2020 JMIR mHealth and uHealth DOI: 10.2196/12884 355 views
8
Can Active Video Games Improve Physical Activity in Adolescents? A Review of RCT.
Williams, Wanda M;Ayres, Cynthia G;
2020 International journal of environmental research an... DOI: E669 230 views
9
Promoting Social and Emotional Learning and Subjective Well-Being: Impact of the "Aislados" Intervention Program in Adolescents.
Cejudo, Javier;Losada, Lidia;Feltrero, Roberto;
2020 International journal of environmental research an... DOI: E609 299 views
10
A Social Networking and Gamified App to Increase Physical Activity: Cluster RCT.
Edney, Sarah M;Olds, Tim S;Ryan, Jillian C;Vandelanotte, Corneel;Plotnikoff, Ronald C;Curtis, Rachel...
2020 american journal of preventive medicine DOI: S0749-3797(19)30415-... 253 views
11
Designing Configurable Arm Rehabilitation Games: How Do Different Game Elements Affect User Motion Trajectories?
Ozgur, Arzu Guneysu;Wessel, Maximilian J;Asselborn, Thibault;Olsen, Jennifer K;Johal, Wafa;Ozgur, Ay...
2019 conference proceedings : annual international con... DOI: 10.1109/EMBC.2019.88... 214 views
12
Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot.
Fuster-Guilló, Andrés;Pertegal-Felices, María Luisa;Jimeno-Morenilla, Antonio;Azorín-López, Jorge;Ri...
2019 Frontiers in psychology DOI: 10.3389/fpsyg.2019.0... 294 views
13
Gamification, serious games and action video games in optometry practice.
Argilés, Marc;Jurado, Laura Asensio;Junyent, Lluïsa Quevedo;
2020 journal of optometry DOI: S1888-4296(19)30105-... 323 views
14
Using Photogrammetry to Create a Realistic 3D Anatomy Learning Aid with Unity Game Engine.
Wesencraft, Katrina M;Clancy, Jennifer A;
2019 advances in experimental medicine and biology DOI: 10.1007/978-3-030-31... 229 views
15
Gamifying CBT to deliver emotional health treatment to young people on smartphones.
Christie, Grant I;Shepherd, Matthew;Merry, Sally N;Hopkins, Sarah;Knightly, Stephen;Stasiak, Karolin...
2019 internet interventions DOI: 10.1016/j.invent.201... 278 views
16
Empowering Children with ASD and Their Parents: Design of a Serious Game for Anxiety and Stress Reduction.
Carlier, Stéphanie;Van der Paelt, Sara;Ongenae, Femke;De Backere, Femke;De Turck, Filip;
2020 sensors DOI: E966 287 views
17
Engaging Students in Searching the Literature.
Shannon, Carol;
medical reference services quarterly DOI: 10.1080/02763869.201... 250 views
18
Tangibot: A collaborative multiplayer game for pediatric patients.
Montaner, Jorge;Carrión, Alicia;García-Sanjuán, Fernando;Jaén, Javier;
2019 International journal of medical informatics DOI: S1386-5056(18)31407-... 200 views
19
Use of virtual games for interactive learning in a pharmacy curriculum.
Lam, Jerika T;Gutierrez, Mary A;Goad, Jeff A;Odessky, Larisa;Bock, Jason;
2019 Currents in pharmacy teaching & learning DOI: S1877-1297(18)30024-... 200 views
20
Exploratory implementation of a blended format escape room in a large enrollment pharmacy management class.
Cain, Jeff;
2019 Currents in pharmacy teaching & learning DOI: S1877-1297(18)30209-... 253 views

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