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27 Mavletova, A . ) 2015 ( . Web surveys among children and adolescents : is there a gamification effect ? . Social Science Computer Review, 33 ) 3 ( , 372 - 398 . Michael, D . , & Chen, S . ) 2006 ( . Serious games : Games that educate, train, and inform . Boston, MA : Thomson . Nicholson, S . ) 2015 ( . A recipe for meaningful gamification . In : T . Reiners & L . C . Wood eds . ( , Gamification in education and business ) pp . 1 - 20 ( . Springer, Cham . ) Nolan, J . , & McBride, M . ) 2014 ( . Beyond gamification : reconceptualizing game - based learning in early childhood environments . Information, Communication & Society, 17 ) 5 ( , 594 - 608 . Osipov, I . V . , Nikulchev, E . , Volinsky, A . A . , & Prasikova, A . Y . ) 2015 ( . Study of gamification effectiveness in online e - learning systems . International Journal of advanced computer science and applications, 6 ) 2 ( , 71 - 77 . Oxford Analytica . ) 2016 ( . Gamification and the Future of Education . World Government Summit . Paniagua, A . , & Istance, D . ) 2018 ( . Teachers as Designers of Learning Environments : The Importance of Innovative Pedagogies, Educational Research and Innovation , OECD publishing, Paris . Pektas, M . , & Kepceoglu, İ . ( 2019 ( . What Do Prospective Teachers Think about Educational Gamification ? . Science Education International, 30 ) 1 ( , 65 - 74 . Richards, C . , Thompson, C . W . , & Graham, N . ) 2014 ( . Beyond designing for motivation : the importance of context in gamification . In Proceedings of the first ACM SIGCHI annual symposium on Computer - human interaction in play ) pp . 217 - 226 ( . ACM . Schell, J . ) 2008 ( . The Art of Game Design : A Book of Lenses . Burlington, MA : Morgan Kaufmann . 54 - 67 . Sharples, M . , Adams, A . , Ferguson, R . , Gaved, M . , McAndrew, P . , Rienties, B . , . . . & Whitelock, D . ) 2014 ( . Innovating pedagogy 2014 : exploring new forms of teaching, learning and assessment, to guide educators and policy makers . Milton Keynes : The Open University . Sutter, K . ) 2018 ( . The Exploration of Research Practices in the Field of Gamification M . A . Thesis ( . Faculty of Education, Brock University, Ontario . ) Van Reijmersdal, E . A . , Jansz, J . , Peters, O . , & Van Noort, G . ) 2013 ( . Why girls go pink : Game character identification and game - players’ motivations . Computers in Human Behavior, 29 ) 6 ( , 2640 - 2649 . Wang, S . , & Zhan, H . ) 2010 ( . Enhancing teaching and learning with digital storytelling . International Journal of Information and Communication Technology Education ( IJICTE ) 6 ) 2 ( , 76 - 87 .

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