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gamification
Keywords
Connection Type
Connection
Journals
PloS one
Frontiers in public health
Sensors (Basel, Switzerland)
conference proceedings : annual international conference of the ieee engineering in medicine and biology society ieee engineering in medicine and biology society annual conference
Frontiers in psychology
International journal of environmental research and public health
die pharmazie
JMIR mHealth and uHealth
International journal of medical informatics
journal of cardiothoracic and vascular anesthesia
ieee transactions on visualization and computer graphics
advances in experimental medicine and biology
jmir serious games
anatomical sciences education
Nurse education today
drug and alcohol review
Pilot and feasibility studies
the journal of nursing administration
Medical science educator
European journal of pediatrics
Currents in pharmacy teaching & learning
Journal of surgical education
american journal of preventive medicine
the abnf journal : official journal of the association of black nursing faculty in higher education, inc
medical reference services quarterly
clinical anatomy (new york, ny)
internet interventions
journal of optometry
Monaldi archives for chest disease = Archivio Monaldi per le malattie del torace
Research Groups
No Research Group Connected
Bibliographies
[1]
Coming Together: R&D and Children's Entertainment Company in Designing APPs for Learning Early Math.
[2]
Development and evaluation of 'Pure Rush': An online serious game for drug education.
[3]
A feasibility study of 'The StepSmart Challenge' to promote physical activity in adolescents.
[4]
A web-based review game as a measure of overall course knowledge in pharmacotherapeutics.
[5]
Design and Development of the "" Smartphone Game: A Blended Problem-Solving Intervention for Adolescent Mental Health in India.
[6]
Pilot Study Suggests Smartphone Application Knowledge Improves Resident Transesophageal Echocardiography Knowledge: A Randomized Controlled Trial.
[7]
User preferences for a mobile application to report adverse events following vaccination.
[8]
Engaging Users in the Behavior Change Process With Digitalized Motivational Interviewing and Gamification: Development and Feasibility Testing of the Precious App.
[9]
Can Active Video Games Improve Physical Activity in Adolescents? A Review of RCT.
[10]
Promoting Social and Emotional Learning and Subjective Well-Being: Impact of the "Aislados" Intervention Program in Adolescents.
[11]
A Social Networking and Gamified App to Increase Physical Activity: Cluster RCT.
[12]
Designing Configurable Arm Rehabilitation Games: How Do Different Game Elements Affect User Motion Trajectories?
[13]
Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot.
[14]
Gamification, serious games and action video games in optometry practice.
[15]
Using Photogrammetry to Create a Realistic 3D Anatomy Learning Aid with Unity Game Engine.
[16]
Gamifying CBT to deliver emotional health treatment to young people on smartphones.
[17]
Empowering Children with ASD and Their Parents: Design of a Serious Game for Anxiety and Stress Reduction.
[18]
Engaging Students in Searching the Literature.
[19]
Tangibot: A collaborative multiplayer game for pediatric patients.
[20]
Use of virtual games for interactive learning in a pharmacy curriculum.
[21]
Exploratory implementation of a blended format escape room in a large enrollment pharmacy management class.
[22]
The impact on nursing students' opinions and motivation of using a "Nursing Escape Room" as a teaching game: A descriptive study.
[23]
Gamifying anatomy education.
[24]
Break out of the Classroom: The Use of Escape Rooms as an Alternative Teaching Strategy in Surgical Education.
[25]
Game on: The gamification of the pharmacy classroom.
[26]
Using Gamification to Improve Productivity and Increase Knowledge Retention During Orientation.
[27]
System to Detect Racial-Based Bullying through Gamification.
[28]
Gamification: An Innovative Teaching-Learning Strategy for the Digital Nursing Students in a Community Health Nursing Course.
[29]
Head to head: The role of academic competition in undergraduate anatomical education.
[30]
Gamification of dietary decision-making in an elementary-school cafeteria.
[31]
Scope and new horizons for implementation of m-Health/e-Health services in pulmonology in 2019.
[32]
Gamification of a Mobile Applications Lecture in a Pharmacy Course.
[33]
An IoT-Based Gamified Approach for Reducing Occupants’ Energy Wastage in Public Buildings
[34]
review of components from frameworks and models for dgbl for history based courses
[35]
a gamification experience to improve engineering students' performance through motivation
[36]
fabio viola, gamification, arduino viola editore, 2011
[37]
gamification of cognitive assessment and cognitive training: a systematic review of applications, approaches and efficacy
[38]
penerapan gamification cashflow sebagai media pembelajaran pengelolaan keuangan pribadi pada anak usia dasar (studi kasus: sdn plumpung 1 plaosan magetan)
[39]
gamification as a strategy of internal marketing
[40]
open badges for education: what are the implications at the intersection of open systems and badging?
[41]
el dibujo de la figura humana “avatar” como elemento para el desarrollo de la creatividad y aprendizaje a través de la gamificación en educación primaria = the drawing of the human figure "avatar" as an element for the development of creativity and learning through gamification techniques in primary education
[42]
Game Design, Effectiveness, and Implementation of Serious Games Promoting Aspects of Mental Health Literacy Among Children and Adolescents: Systematic Review.
[43]
Virtual and Augmented Reality Gamification Technology on Reinventing the F1 Sponsorship Model not Purely Focused on the Team’s and Car’s Performance
[44]
Gamification as an instrument for organizational behaviour change during the meeting: case study «ROBATIEMPOS»
[45]
Solving "Smart City" Transport Problems by Designing Carpooling Gamification Schemes with Multi-Agent Systems: The Case of the So-Called "Mordor of Warsaw".
[46]
Positive experience of the project gamification in the microprocessors and Microcontrollers course
[47]
A gamification pathway for computer science student success
[48]
Gamification: an Innovative Approach to Reinforce Clinical Knowledge for MD-PhD Students During Their PhD Research Years
[49]
Understanding how advertising gamification influences consumers: The effect of image experience and interactivity
[50]
Gamification in Education: A Cognitive Psychology Approach to Cooperative and Fun Learning
[51]
Gaming the Lecture Hall: Using Social Gamification to Enhance Student Motivation and Participation
[52]
Design and Evaluation of a Pervasive Coaching and Gamification Platform for Young Diabetes Patients.
[53]
The "$in TIME" Gamification Project: Using a Mobile App to Improve Cardiorespiratory Fitness Levels of College Students.
[54]
Gamification as a strategy of internal marketing
[55]
Employing gamification methods to increase customer engagement in digital marketing
[56]
A Pilot Intervention Using Gamification to Enhance Student Participation in Classroom Activity Breaks.
[57]
A playful mobile digital environment to tackle school burnout using micro learning, persuasion & gamification
[58]
The Notijoves Project: Protocol for a Randomized Controlled Trial About New Communication Technologies and Gamification to Promote Partner Notification of Sexually Transmitted Infections Among Young People.
[59]
Using Gamification in Teaching Public Relations Students
[60]
The moderating effect of gamification on the relationship between customer engagement and new service development process involvement
[61]
A Novel Gamification Approach to Recomendation Based Mobile Applications
[62]
Architecture of social media marketing using gamification
[63]
Does gamification affect brand engagement and equity? A study in online brand communities
[64]
“Earthquake in the City”; using real life gamification model for teaching professional commitment in high school students
[65]
A Gamification-Based Intervention Program that Encourages Physical Activity Improves Cardiorespiratory Fitness of College Students: 'The Matrix rEFvolution Program'.
[66]
Analysis of Collective Human Intelligence for Diagnosis of Pigmented Skin Lesions Harnessed by Gamification Via a Web-Based Training Platform: Simulation Reader Study.
[67]
Engaging Users in the Behavior Change Process With Digitalized Motivational Interviewing and Gamification: Development and Feasibility Testing of the Precious App.
[68]
Gamification of Crowd-Driven Environment Design.
[69]
Gamification of Electronic Learning in Radiology Education to Improve Diagnostic Confidence and Reduce Error Rates.
[70]
Gamification, serious games and action video games in optometry practice.
[71]
Towards a motivational design? Connecting gamification user types and online learning activities
[72]
Evaluating the effect of gamification on the deployment of digital cultural probes for children
[73]
Can electric vehicle drivers be persuaded to eco-drive? A field study of feedback, gamification and financial rewards in Germany
[74]
Assessing the effectiveness of gamification in reducing domestic energy consumption: Lessons learned from the EnerGAware project
[75]
Can games change children's eating behaviour? A review of gamification and serious games
[76]
WordBricks: Mobile Technology and Visual Grammar Formalism for Gamification of Natural Language Grammar Acquisition
[77]
Serious Games, Gamification, and Serious Mental Illness: A Scoping Review
[78]
The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system
[79]
Incorporating gamification into website design to facilitate effective communication
[80]
Co-creation of new solutions through gamification: A collaborative innovation practice
[81]
Gamification of sports media coverage: An infotainment approach to olympics and football world cups
[82]
Digital Gamification in Basic General Education Students
[83]
Gamification as a Didactic Tool in the Teaching of the Pythagorean Theorem
[84]
Influence of virtual CSR gamification design elements on customers’ continuance intention of participating in social value co-creation: The mediation effect of psychological benefit
[85]
Challenges of gamification in software process improvement
[86]
Gamification of formative feedback in language arts and mathematics classrooms: Application of the learning error and formative feedback (LEAFF) model
[87]
Adaptive gamification framework with proper player type classification and effectiveness evaluation
[88]
A meta-analysis of selected studies on the effectiveness of gamification method for children
[89]
Gamification in Enterprise Systems: A Literature Review
[90]
Gamification in Software Engineering: A Tertiary Study
[91]
A collaborative approach for semantic time-based video annotation using gamification
[92]
Serious Games and Gamification in the Corporate Training Environment: a Literature Review
[93]
Situated tangible gamification of heritage for supporting collaborative learning of young museum visitors
[94]
The "$in TIME" Gamification Project: Using a Mobile App to Improve Cardiorespiratory Fitness Levels of College Students
[95]
Feasibility and efficacy of gamification in general surgery residency: Preliminary outcomes of residency teams
[96]
Implementation gamification concept on task management system based on web
[97]
Gamification of team interaction in a distance learning environment
[98]
How to engage with sustainability issues we rarely experience? A gamification model for collective awareness platforms in water-related sustainability
[99]
Motivational affordances to gamification in workplace: A literature review and proposed framework
[100]
Multi-sensor System, Gamification, and Artificial Intelligence for Benefit Elderly People
[101]
A systematic review about gamification, motivation and learning in high school