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25 De Castell, S . , & Jenson, J . ) 2003 ( . OP - ED serious play . Journal of the Canadian Association for Curriculum Studies, 1 ) 1 ( , 47 - 52 . De Santana, S . J . , Souza, H . A . , Florentin, V . A . , Paiva, R . , Bittencourt, I . I . , & Isotani, S . ) 2016, April ( . A quantitative analysis of the most relevant gamification elements in an online learning environment . In Proceedings of the 25 th international conference companion on world wide web ) pp . 911 - 916 ( . International World Wide Web Conferences Steering Committee . Deterding, S . , Dixon, D . , Khaled R . , & Nacke L . , ) 2011 ( . From Game Design Elements to Gamefulness : Defining “Gamification” . Proceedings of the 15 th International Academic MindTrek Conference : Envisioning Future Media Environments . Dicheva, D . , Dichev, C . , Agre, G . , & Angelova, G . ) 2015 ( . Gamification in education : A Systematic mapping study . Educational Technology & Society, 18 ) 3 ( , 1 - 14 . Faiella, F . , & Ricciardi, M . ) 2015 ( . Gamification and learning : a review of issues and research . Journal of e - Learning and Knowledge Society, 11 ) 3 ( . Gee, J . P . ) 2003 ( . What video games have to teach us about learning and literacy . Computers in Entertainment ( CIE ) , 1 ) 1 ( , 20 . Gooch, D . , Vasalou, A . , Benton, L . , & Khaled, R . ) 2016 ( . Using gamification to motivate students with dyslexia . In Proceedings of the 2016 CHI Conference on human factors in computing systems ) pp . 969 - 980 ( . ACM . Hamari, J . , Koivisto, J . , & Sarsa, H . ) 2014 ( . Does Gamification Work ? – A Literature Review of Empirical Studies on Gamification . In proceedings of the 47 th Hawaii International Conference on System Sciences, Hawaii, USA, January 6 - 9, 2014 . Hamari, J . , Shernoff, D . J . , Rowe, E . , Coller, B . , Asbell - Clarke, J . , & Edwards, T . ) 2016 ( . Challenging games help students learn : An empirical study on engagement, flow and immersion in game - based learning . Computers in human behavior, 54, 170 - 179 . Hartmann, T . , & Klimmt, C . ) 2006 ( . Gender and computer games : Exploring females’ dislikes . Journal of Computer - Mediated Communication, 11 ) 4 ( , 910 - 931 . Hassan, L . , Harviainen, T . J . , & Hamari, J . ) 2018 ( . Enter Hogwarts : Lessons on how to gamify education from the wizarding world of Harry Potter . In Proceedings of the 2 nd International GamiFIN Conference, GamFIN 2018 . CEUR - WS . Hekkert, P . ) 2006 ( . Design aesthetics : principles of pleasure in design . Psychology science, 48 ) 2 ( , 157 . Higgins, J . P . ) 2016 ( . Smartphone applications for patients’ health and fitness . The American journal of medicine, 129 ) 1 ( , 11 - 19 .

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