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You searched for Gamification in language learning. Showing records 1 – 30 of 3740355 total matches.

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Tampere University

1. Li, Xiaozhou. Motivation-oriented scenario-based gamification design method using the user requirements notation modeling .

Degree: 2017, Tampere University

Gamification, defined as the use of game design elements in non-game contexts, has been a trending in both academic and in a variety of industrial… (more)

Subjects/Keywords: gamification; design method; user requirements notation; scenarios; motivation; gamification design; modeling; game dynamics; meaningful play

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APA (6th Edition):

Li, X. (2017). Motivation-oriented scenario-based gamification design method using the user requirements notation modeling . (Masters Thesis). Tampere University. Retrieved from https://trepo.tuni.fi/handle/10024/101809

Chicago Manual of Style (16th Edition):

Li, Xiaozhou. “Motivation-oriented scenario-based gamification design method using the user requirements notation modeling .” 2017. Masters Thesis, Tampere University. Accessed March 04, 2021. https://trepo.tuni.fi/handle/10024/101809.

MLA Handbook (7th Edition):

Li, Xiaozhou. “Motivation-oriented scenario-based gamification design method using the user requirements notation modeling .” 2017. Web. 04 Mar 2021.

Vancouver:

Li X. Motivation-oriented scenario-based gamification design method using the user requirements notation modeling . [Internet] [Masters thesis]. Tampere University; 2017. [cited 2021 Mar 04]. Available from: https://trepo.tuni.fi/handle/10024/101809.

Council of Science Editors:

Li X. Motivation-oriented scenario-based gamification design method using the user requirements notation modeling . [Masters Thesis]. Tampere University; 2017. Available from: https://trepo.tuni.fi/handle/10024/101809

2. Garland, Christopher M. Gamification and Implications for Second Language Education: A Meta Analysis.

Degree: MA, English, 2015, St. Cloud State University

Gamification is a fairly new concept that involves using game elements in non-game contexts. It has been shown that gamification can increase motivation and… (more)

Subjects/Keywords: gamification; meta-analysis; time on task

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APA (6th Edition):

Garland, C. M. (2015). Gamification and Implications for Second Language Education: A Meta Analysis. (Masters Thesis). St. Cloud State University. Retrieved from https://repository.stcloudstate.edu/engl_etds/40

Chicago Manual of Style (16th Edition):

Garland, Christopher M. “Gamification and Implications for Second Language Education: A Meta Analysis.” 2015. Masters Thesis, St. Cloud State University. Accessed March 04, 2021. https://repository.stcloudstate.edu/engl_etds/40.

MLA Handbook (7th Edition):

Garland, Christopher M. “Gamification and Implications for Second Language Education: A Meta Analysis.” 2015. Web. 04 Mar 2021.

Vancouver:

Garland CM. Gamification and Implications for Second Language Education: A Meta Analysis. [Internet] [Masters thesis]. St. Cloud State University; 2015. [cited 2021 Mar 04]. Available from: https://repository.stcloudstate.edu/engl_etds/40.

Council of Science Editors:

Garland CM. Gamification and Implications for Second Language Education: A Meta Analysis. [Masters Thesis]. St. Cloud State University; 2015. Available from: https://repository.stcloudstate.edu/engl_etds/40


University of South Carolina

3. Jett, Michael Brian. Leveling up Instruction: Action Research Evaluating the Impact of Gamification on the Intrinsic Motivation and Academic Performance of Students Disaffected From High School English Language Arts.

Degree: Doctor of Education in Curriculum & Instruction, Educational Studies, 2020, University of South Carolina

  The purpose of this action research was to evaluate the impact of gamification on the intrinsic motivation and academic performance of students disaffected from… (more)

Subjects/Keywords: Curriculum and Instruction; academic performance; disaffection; English language arts; gamification; high school; motivation

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APA (6th Edition):

Jett, M. B. (2020). Leveling up Instruction: Action Research Evaluating the Impact of Gamification on the Intrinsic Motivation and Academic Performance of Students Disaffected From High School English Language Arts. (Doctoral Dissertation). University of South Carolina. Retrieved from https://scholarcommons.sc.edu/etd/6043

Chicago Manual of Style (16th Edition):

Jett, Michael Brian. “Leveling up Instruction: Action Research Evaluating the Impact of Gamification on the Intrinsic Motivation and Academic Performance of Students Disaffected From High School English Language Arts.” 2020. Doctoral Dissertation, University of South Carolina. Accessed March 04, 2021. https://scholarcommons.sc.edu/etd/6043.

MLA Handbook (7th Edition):

Jett, Michael Brian. “Leveling up Instruction: Action Research Evaluating the Impact of Gamification on the Intrinsic Motivation and Academic Performance of Students Disaffected From High School English Language Arts.” 2020. Web. 04 Mar 2021.

Vancouver:

Jett MB. Leveling up Instruction: Action Research Evaluating the Impact of Gamification on the Intrinsic Motivation and Academic Performance of Students Disaffected From High School English Language Arts. [Internet] [Doctoral dissertation]. University of South Carolina; 2020. [cited 2021 Mar 04]. Available from: https://scholarcommons.sc.edu/etd/6043.

Council of Science Editors:

Jett MB. Leveling up Instruction: Action Research Evaluating the Impact of Gamification on the Intrinsic Motivation and Academic Performance of Students Disaffected From High School English Language Arts. [Doctoral Dissertation]. University of South Carolina; 2020. Available from: https://scholarcommons.sc.edu/etd/6043


Tampere University

4. Tamminen, Juhani. Gamification and user engagement in self-learning software .

Degree: 2015, Tampere University

Gamification, or the use of game elements in non-game environments, is a field which has been growing rapidly in the recent years. The main focus… (more)

Subjects/Keywords: gamification; learning; user engagement; motivation

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APA (6th Edition):

Tamminen, J. (2015). Gamification and user engagement in self-learning software . (Masters Thesis). Tampere University. Retrieved from https://trepo.tuni.fi/handle/10024/97502

Chicago Manual of Style (16th Edition):

Tamminen, Juhani. “Gamification and user engagement in self-learning software .” 2015. Masters Thesis, Tampere University. Accessed March 04, 2021. https://trepo.tuni.fi/handle/10024/97502.

MLA Handbook (7th Edition):

Tamminen, Juhani. “Gamification and user engagement in self-learning software .” 2015. Web. 04 Mar 2021.

Vancouver:

Tamminen J. Gamification and user engagement in self-learning software . [Internet] [Masters thesis]. Tampere University; 2015. [cited 2021 Mar 04]. Available from: https://trepo.tuni.fi/handle/10024/97502.

Council of Science Editors:

Tamminen J. Gamification and user engagement in self-learning software . [Masters Thesis]. Tampere University; 2015. Available from: https://trepo.tuni.fi/handle/10024/97502

5. Huke, Viktor. Gamification in aWorkshop Environment - A Design for Evaluating the Effect of Gamification on Learning .

Degree: Chalmers tekniska högskola / Institutionen för vetenskapens kommunikation och lärande (CLS), 2020, Chalmers University of Technology

 With gamification being a growing field of study and practice, this study proposes an implementation of gamification in a workshop situation. Gamification is defined as… (more)

Subjects/Keywords: gamification; learning; knowledge retention; education; workshop; game elements; MDA

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APA (6th Edition):

Huke, V. (2020). Gamification in aWorkshop Environment - A Design for Evaluating the Effect of Gamification on Learning . (Thesis). Chalmers University of Technology. Retrieved from http://hdl.handle.net/20.500.12380/300993

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Huke, Viktor. “Gamification in aWorkshop Environment - A Design for Evaluating the Effect of Gamification on Learning .” 2020. Thesis, Chalmers University of Technology. Accessed March 04, 2021. http://hdl.handle.net/20.500.12380/300993.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Huke, Viktor. “Gamification in aWorkshop Environment - A Design for Evaluating the Effect of Gamification on Learning .” 2020. Web. 04 Mar 2021.

Vancouver:

Huke V. Gamification in aWorkshop Environment - A Design for Evaluating the Effect of Gamification on Learning . [Internet] [Thesis]. Chalmers University of Technology; 2020. [cited 2021 Mar 04]. Available from: http://hdl.handle.net/20.500.12380/300993.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Huke V. Gamification in aWorkshop Environment - A Design for Evaluating the Effect of Gamification on Learning . [Thesis]. Chalmers University of Technology; 2020. Available from: http://hdl.handle.net/20.500.12380/300993

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Jönköping University

6. Hellström, Eugen. "A Carrot on a Stick" : A Qualitative Study on The Impact Gamification Has on Student Motivation and Language Accessibility in the Classroom.

Degree: Education and Communication, 2020, Jönköping University

  This study investigates how student motivation is affected by gamification and whether gamification can make English as a subject more accessible for Swedish students… (more)

Subjects/Keywords: General Language Studies and Linguistics; Jämförande språkvetenskap och allmän lingvistik

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APA (6th Edition):

Hellström, E. (2020). "A Carrot on a Stick" : A Qualitative Study on The Impact Gamification Has on Student Motivation and Language Accessibility in the Classroom. (Thesis). Jönköping University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-50864

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Hellström, Eugen. “"A Carrot on a Stick" : A Qualitative Study on The Impact Gamification Has on Student Motivation and Language Accessibility in the Classroom.” 2020. Thesis, Jönköping University. Accessed March 04, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-50864.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Hellström, Eugen. “"A Carrot on a Stick" : A Qualitative Study on The Impact Gamification Has on Student Motivation and Language Accessibility in the Classroom.” 2020. Web. 04 Mar 2021.

Vancouver:

Hellström E. "A Carrot on a Stick" : A Qualitative Study on The Impact Gamification Has on Student Motivation and Language Accessibility in the Classroom. [Internet] [Thesis]. Jönköping University; 2020. [cited 2021 Mar 04]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-50864.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Hellström E. "A Carrot on a Stick" : A Qualitative Study on The Impact Gamification Has on Student Motivation and Language Accessibility in the Classroom. [Thesis]. Jönköping University; 2020. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-50864

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Liberty University

7. Rachels, Jason. The Effect of Gamification on Elementary Students’ Spanish Language Achievement and Academic Self-Efficacy.

Degree: 2016, Liberty University

 A quasi-experimental, pretest-posttest, non-equivalent control group design was used to examine the effect of gamification on third and fourth grade students’ Spanish language achievement and… (more)

Subjects/Keywords: Duolingo; Efficacy; Flow; Foreign Language; Gamification; Serious Game; Bilingual, Multilingual, and Multicultural Education; Curriculum and Instruction; Curriculum and Social Inquiry; Education; Educational Assessment, Evaluation, and Research; Educational Methods; Educational Psychology

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Rachels, J. (2016). The Effect of Gamification on Elementary Students’ Spanish Language Achievement and Academic Self-Efficacy. (Doctoral Dissertation). Liberty University. Retrieved from http://digitalcommons.liberty.edu/doctoral/1246

Chicago Manual of Style (16th Edition):

Rachels, Jason. “The Effect of Gamification on Elementary Students’ Spanish Language Achievement and Academic Self-Efficacy.” 2016. Doctoral Dissertation, Liberty University. Accessed March 04, 2021. http://digitalcommons.liberty.edu/doctoral/1246.

MLA Handbook (7th Edition):

Rachels, Jason. “The Effect of Gamification on Elementary Students’ Spanish Language Achievement and Academic Self-Efficacy.” 2016. Web. 04 Mar 2021.

Vancouver:

Rachels J. The Effect of Gamification on Elementary Students’ Spanish Language Achievement and Academic Self-Efficacy. [Internet] [Doctoral dissertation]. Liberty University; 2016. [cited 2021 Mar 04]. Available from: http://digitalcommons.liberty.edu/doctoral/1246.

Council of Science Editors:

Rachels J. The Effect of Gamification on Elementary Students’ Spanish Language Achievement and Academic Self-Efficacy. [Doctoral Dissertation]. Liberty University; 2016. Available from: http://digitalcommons.liberty.edu/doctoral/1246


Liberty University

8. Rachels, Jason. The Effect of Gamification on Elementary Students’ Spanish Language Achievement and Academic Self-Efficacy.

Degree: 2016, Liberty University

 A quasi-experimental, pretest-posttest, non-equivalent control group design was used to examine the effect of gamification on third and fourth grade students’ Spanish language achievement and… (more)

Subjects/Keywords: Duolingo; Efficacy; Flow; Foreign Language; Gamification; Serious Game; Bilingual, Multilingual, and Multicultural Education; Curriculum and Instruction; Educational Assessment, Evaluation, and Research; Educational Methods; Educational Psychology

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Rachels, J. (2016). The Effect of Gamification on Elementary Students’ Spanish Language Achievement and Academic Self-Efficacy. (Doctoral Dissertation). Liberty University. Retrieved from http://digitalcommons.liberty.edu/doctoral/1247

Chicago Manual of Style (16th Edition):

Rachels, Jason. “The Effect of Gamification on Elementary Students’ Spanish Language Achievement and Academic Self-Efficacy.” 2016. Doctoral Dissertation, Liberty University. Accessed March 04, 2021. http://digitalcommons.liberty.edu/doctoral/1247.

MLA Handbook (7th Edition):

Rachels, Jason. “The Effect of Gamification on Elementary Students’ Spanish Language Achievement and Academic Self-Efficacy.” 2016. Web. 04 Mar 2021.

Vancouver:

Rachels J. The Effect of Gamification on Elementary Students’ Spanish Language Achievement and Academic Self-Efficacy. [Internet] [Doctoral dissertation]. Liberty University; 2016. [cited 2021 Mar 04]. Available from: http://digitalcommons.liberty.edu/doctoral/1247.

Council of Science Editors:

Rachels J. The Effect of Gamification on Elementary Students’ Spanish Language Achievement and Academic Self-Efficacy. [Doctoral Dissertation]. Liberty University; 2016. Available from: http://digitalcommons.liberty.edu/doctoral/1247


Linköping University

9. Delvert, Simon. Engaging novice programmers through gamification : Puzzles to teach and motivate programming learning.

Degree: Computer and Information Science, 2020, Linköping University

  With an increasing number of primary schools having programming as a mandatory subject, students and teachers face new challenges by having to teach and… (more)

Subjects/Keywords: engagement; gamification; programming learning; Computer Sciences; Datavetenskap (datalogi)

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APA (6th Edition):

Delvert, S. (2020). Engaging novice programmers through gamification : Puzzles to teach and motivate programming learning. (Thesis). Linköping University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-163553

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Delvert, Simon. “Engaging novice programmers through gamification : Puzzles to teach and motivate programming learning.” 2020. Thesis, Linköping University. Accessed March 04, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-163553.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Delvert, Simon. “Engaging novice programmers through gamification : Puzzles to teach and motivate programming learning.” 2020. Web. 04 Mar 2021.

Vancouver:

Delvert S. Engaging novice programmers through gamification : Puzzles to teach and motivate programming learning. [Internet] [Thesis]. Linköping University; 2020. [cited 2021 Mar 04]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-163553.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Delvert S. Engaging novice programmers through gamification : Puzzles to teach and motivate programming learning. [Thesis]. Linköping University; 2020. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-163553

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

10. WILLMAN, OSKAR. Convas: Guidelines for Gamifying Learning Management Systems .

Degree: Chalmers tekniska högskola / Institutionen för data och informationsteknik, 2019, Chalmers University of Technology

Gamification is an increasingly popular topic, being implemented in a wide variety of sectors with the intent to increase user engagement and motivation. One sector… (more)

Subjects/Keywords: Gamification; Learning; Education; Motivation; Learning Management System

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APA (6th Edition):

WILLMAN, O. (2019). Convas: Guidelines for Gamifying Learning Management Systems . (Thesis). Chalmers University of Technology. Retrieved from http://hdl.handle.net/20.500.12380/300510

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

WILLMAN, OSKAR. “Convas: Guidelines for Gamifying Learning Management Systems .” 2019. Thesis, Chalmers University of Technology. Accessed March 04, 2021. http://hdl.handle.net/20.500.12380/300510.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

WILLMAN, OSKAR. “Convas: Guidelines for Gamifying Learning Management Systems .” 2019. Web. 04 Mar 2021.

Vancouver:

WILLMAN O. Convas: Guidelines for Gamifying Learning Management Systems . [Internet] [Thesis]. Chalmers University of Technology; 2019. [cited 2021 Mar 04]. Available from: http://hdl.handle.net/20.500.12380/300510.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

WILLMAN O. Convas: Guidelines for Gamifying Learning Management Systems . [Thesis]. Chalmers University of Technology; 2019. Available from: http://hdl.handle.net/20.500.12380/300510

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


University of Victoria

11. Perry, Bernadette. Effet de l’implémentation d'Explorez, jeu basé sur la quête et la réalité augmentée, sur la motivation d’apprenants de français langue seconde (FL2): une étude de cas.

Degree: Department of French, 2015, University of Victoria

 This research explores gamification as a means to motivate and engage second-language learners. Gamification uses game-based mechanics, and game thinking to engage people, motivate action,… (more)

Subjects/Keywords: Second language acquisition; French as a second language (FL2); gamification; augmented reality; quest-based learning; ARIS; mobile learning

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APA (6th Edition):

Perry, B. (2015). Effet de l’implémentation d'Explorez, jeu basé sur la quête et la réalité augmentée, sur la motivation d’apprenants de français langue seconde (FL2): une étude de cas. (Masters Thesis). University of Victoria. Retrieved from http://hdl.handle.net/1828/6090

Chicago Manual of Style (16th Edition):

Perry, Bernadette. “Effet de l’implémentation d'Explorez, jeu basé sur la quête et la réalité augmentée, sur la motivation d’apprenants de français langue seconde (FL2): une étude de cas.” 2015. Masters Thesis, University of Victoria. Accessed March 04, 2021. http://hdl.handle.net/1828/6090.

MLA Handbook (7th Edition):

Perry, Bernadette. “Effet de l’implémentation d'Explorez, jeu basé sur la quête et la réalité augmentée, sur la motivation d’apprenants de français langue seconde (FL2): une étude de cas.” 2015. Web. 04 Mar 2021.

Vancouver:

Perry B. Effet de l’implémentation d'Explorez, jeu basé sur la quête et la réalité augmentée, sur la motivation d’apprenants de français langue seconde (FL2): une étude de cas. [Internet] [Masters thesis]. University of Victoria; 2015. [cited 2021 Mar 04]. Available from: http://hdl.handle.net/1828/6090.

Council of Science Editors:

Perry B. Effet de l’implémentation d'Explorez, jeu basé sur la quête et la réalité augmentée, sur la motivation d’apprenants de français langue seconde (FL2): une étude de cas. [Masters Thesis]. University of Victoria; 2015. Available from: http://hdl.handle.net/1828/6090


Montana Tech

12. Hatley, Daniel Charles. Gamification in Environmental Education.

Degree: MS, 2013, Montana Tech

Gamification, the use of game-based elements to engage people, motivate action, promote learning, and solve problems, is an educational technique that may have merit at… (more)

Subjects/Keywords: games; games-based learning; gamification

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APA (6th Edition):

Hatley, D. C. (2013). Gamification in Environmental Education. (Masters Thesis). Montana Tech. Retrieved from https://scholarworks.umt.edu/etd/477

Chicago Manual of Style (16th Edition):

Hatley, Daniel Charles. “Gamification in Environmental Education.” 2013. Masters Thesis, Montana Tech. Accessed March 04, 2021. https://scholarworks.umt.edu/etd/477.

MLA Handbook (7th Edition):

Hatley, Daniel Charles. “Gamification in Environmental Education.” 2013. Web. 04 Mar 2021.

Vancouver:

Hatley DC. Gamification in Environmental Education. [Internet] [Masters thesis]. Montana Tech; 2013. [cited 2021 Mar 04]. Available from: https://scholarworks.umt.edu/etd/477.

Council of Science Editors:

Hatley DC. Gamification in Environmental Education. [Masters Thesis]. Montana Tech; 2013. Available from: https://scholarworks.umt.edu/etd/477


University of Oulu

13. Mehtälä, H. (Harri). The affordances of Duolingo for mobile-assisted language learning:a sociocultural and ecological perspective.

Degree: 2015, University of Oulu

The role of information technology has been growing in the field of education. Mobile technology enables learning in and out of the traditional classroom setting,… (more)

Subjects/Keywords: English Philology

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Mehtälä, H. (. (2015). The affordances of Duolingo for mobile-assisted language learning:a sociocultural and ecological perspective. (Masters Thesis). University of Oulu. Retrieved from http://urn.fi/URN:NBN:fi:oulu-201512182309

Chicago Manual of Style (16th Edition):

Mehtälä, H (Harri). “The affordances of Duolingo for mobile-assisted language learning:a sociocultural and ecological perspective.” 2015. Masters Thesis, University of Oulu. Accessed March 04, 2021. http://urn.fi/URN:NBN:fi:oulu-201512182309.

MLA Handbook (7th Edition):

Mehtälä, H (Harri). “The affordances of Duolingo for mobile-assisted language learning:a sociocultural and ecological perspective.” 2015. Web. 04 Mar 2021.

Vancouver:

Mehtälä H(. The affordances of Duolingo for mobile-assisted language learning:a sociocultural and ecological perspective. [Internet] [Masters thesis]. University of Oulu; 2015. [cited 2021 Mar 04]. Available from: http://urn.fi/URN:NBN:fi:oulu-201512182309.

Council of Science Editors:

Mehtälä H(. The affordances of Duolingo for mobile-assisted language learning:a sociocultural and ecological perspective. [Masters Thesis]. University of Oulu; 2015. Available from: http://urn.fi/URN:NBN:fi:oulu-201512182309

14. Malmberg, Emilia. Level up : Language proficiency and gamification in upper secondaryschool.

Degree: English, 2017, Dalarna University

Gamification is a new but upcoming feature in classrooms that has grown with the digitalisation in Swedish homes and schools. The aim of this… (more)

Subjects/Keywords: Gamification; EFL; Upper Secondary; Behaviourism; Language proficiency; Motivation; Specific Languages; Studier av enskilda språk

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Malmberg, E. (2017). Level up : Language proficiency and gamification in upper secondaryschool. (Thesis). Dalarna University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:du-26283

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Malmberg, Emilia. “Level up : Language proficiency and gamification in upper secondaryschool.” 2017. Thesis, Dalarna University. Accessed March 04, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-26283.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Malmberg, Emilia. “Level up : Language proficiency and gamification in upper secondaryschool.” 2017. Web. 04 Mar 2021.

Vancouver:

Malmberg E. Level up : Language proficiency and gamification in upper secondaryschool. [Internet] [Thesis]. Dalarna University; 2017. [cited 2021 Mar 04]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:du-26283.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Malmberg E. Level up : Language proficiency and gamification in upper secondaryschool. [Thesis]. Dalarna University; 2017. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:du-26283

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


The Ohio State University

15. Li, Cong. Gamification in Foreign Language Education: Fundamentals for a Gamified Design of Institutional Programs for Chinese as a Foreign Language.

Degree: PhD, East Asian Languages and Literatures, 2018, The Ohio State University

Gamification is an increasingly popular strategy applied to many aspects of our lives to optimize our experiences—including language learning. However, current educational applications of gamification(more)

Subjects/Keywords: Foreign Language; Pedagogy; gamification, games, Chinese as a foreign language, design

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Li, C. (2018). Gamification in Foreign Language Education: Fundamentals for a Gamified Design of Institutional Programs for Chinese as a Foreign Language. (Doctoral Dissertation). The Ohio State University. Retrieved from http://rave.ohiolink.edu/etdc/view?acc_num=osu1534728851596305

Chicago Manual of Style (16th Edition):

Li, Cong. “Gamification in Foreign Language Education: Fundamentals for a Gamified Design of Institutional Programs for Chinese as a Foreign Language.” 2018. Doctoral Dissertation, The Ohio State University. Accessed March 04, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=osu1534728851596305.

MLA Handbook (7th Edition):

Li, Cong. “Gamification in Foreign Language Education: Fundamentals for a Gamified Design of Institutional Programs for Chinese as a Foreign Language.” 2018. Web. 04 Mar 2021.

Vancouver:

Li C. Gamification in Foreign Language Education: Fundamentals for a Gamified Design of Institutional Programs for Chinese as a Foreign Language. [Internet] [Doctoral dissertation]. The Ohio State University; 2018. [cited 2021 Mar 04]. Available from: http://rave.ohiolink.edu/etdc/view?acc_num=osu1534728851596305.

Council of Science Editors:

Li C. Gamification in Foreign Language Education: Fundamentals for a Gamified Design of Institutional Programs for Chinese as a Foreign Language. [Doctoral Dissertation]. The Ohio State University; 2018. Available from: http://rave.ohiolink.edu/etdc/view?acc_num=osu1534728851596305


Jönköping University

16. Phung, Quoc Dung. The negative effect of Gamification in E-learning in the eyes of University students.

Degree: Business Administration, 2020, Jönköping University

  Background         Across centuries, games are part of human life. In his article "Keeping up with ... Gamification," Kim (2015) indicated that the development of… (more)

Subjects/Keywords: Gamification; E-learning; negative effect; Business Administration; Företagsekonomi

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Phung, Q. D. (2020). The negative effect of Gamification in E-learning in the eyes of University students. (Thesis). Jönköping University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-48696

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Phung, Quoc Dung. “The negative effect of Gamification in E-learning in the eyes of University students.” 2020. Thesis, Jönköping University. Accessed March 04, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-48696.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Phung, Quoc Dung. “The negative effect of Gamification in E-learning in the eyes of University students.” 2020. Web. 04 Mar 2021.

Vancouver:

Phung QD. The negative effect of Gamification in E-learning in the eyes of University students. [Internet] [Thesis]. Jönköping University; 2020. [cited 2021 Mar 04]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-48696.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Phung QD. The negative effect of Gamification in E-learning in the eyes of University students. [Thesis]. Jönköping University; 2020. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-48696

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

17. Štumberger, Niko. IGRIFIKACIJA PREVERJANJA ZNANJA IZ PROGRAMSKEGA JEZIKA C++.

Degree: 2016, Univerza v Mariboru

Namen magistrske naloge je implementirati igrifikacijo v izobraževalno okolje, in sicer na področje izobraževanja programskega jezika C++. V nalogi smo predstavili igrifikacijo in njeno široko… (more)

Subjects/Keywords: igrifikacija; programski jezik C++; libGDX; preverjanje znanja; gamification; C++ programming language; libGDX; knowledge testing; info:eu-repo/classification/udc/004.43:37.091.26(043.2)

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APA (6th Edition):

Štumberger, N. (2016). IGRIFIKACIJA PREVERJANJA ZNANJA IZ PROGRAMSKEGA JEZIKA C++. (Masters Thesis). Univerza v Mariboru. Retrieved from https://dk.um.si/IzpisGradiva.php?id=64367 ; https://dk.um.si/Dokument.php?id=107219&dn= ; https://plus.si.cobiss.net/opac7/bib/20267542?lang=sl

Chicago Manual of Style (16th Edition):

Štumberger, Niko. “IGRIFIKACIJA PREVERJANJA ZNANJA IZ PROGRAMSKEGA JEZIKA C++.” 2016. Masters Thesis, Univerza v Mariboru. Accessed March 04, 2021. https://dk.um.si/IzpisGradiva.php?id=64367 ; https://dk.um.si/Dokument.php?id=107219&dn= ; https://plus.si.cobiss.net/opac7/bib/20267542?lang=sl.

MLA Handbook (7th Edition):

Štumberger, Niko. “IGRIFIKACIJA PREVERJANJA ZNANJA IZ PROGRAMSKEGA JEZIKA C++.” 2016. Web. 04 Mar 2021.

Vancouver:

Štumberger N. IGRIFIKACIJA PREVERJANJA ZNANJA IZ PROGRAMSKEGA JEZIKA C++. [Internet] [Masters thesis]. Univerza v Mariboru; 2016. [cited 2021 Mar 04]. Available from: https://dk.um.si/IzpisGradiva.php?id=64367 ; https://dk.um.si/Dokument.php?id=107219&dn= ; https://plus.si.cobiss.net/opac7/bib/20267542?lang=sl.

Council of Science Editors:

Štumberger N. IGRIFIKACIJA PREVERJANJA ZNANJA IZ PROGRAMSKEGA JEZIKA C++. [Masters Thesis]. Univerza v Mariboru; 2016. Available from: https://dk.um.si/IzpisGradiva.php?id=64367 ; https://dk.um.si/Dokument.php?id=107219&dn= ; https://plus.si.cobiss.net/opac7/bib/20267542?lang=sl

18. Malmberg, Emilia. Levelling Up : A study on gamification and feedback use by Englishteachers in Swedish upper secondary school.

Degree: English, 2018, Dalarna University

Gamification is a topic that most people assume has something to do with playing video games in the classroom. The aim of this thesis… (more)

Subjects/Keywords: Gamification; feedback; EFL; upper secondary school; motivation; behaviourism; Languages and Literature; Språk och litteratur

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Malmberg, E. (2018). Levelling Up : A study on gamification and feedback use by Englishteachers in Swedish upper secondary school. (Thesis). Dalarna University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:du-27451

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Malmberg, Emilia. “Levelling Up : A study on gamification and feedback use by Englishteachers in Swedish upper secondary school.” 2018. Thesis, Dalarna University. Accessed March 04, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-27451.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Malmberg, Emilia. “Levelling Up : A study on gamification and feedback use by Englishteachers in Swedish upper secondary school.” 2018. Web. 04 Mar 2021.

Vancouver:

Malmberg E. Levelling Up : A study on gamification and feedback use by Englishteachers in Swedish upper secondary school. [Internet] [Thesis]. Dalarna University; 2018. [cited 2021 Mar 04]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:du-27451.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Malmberg E. Levelling Up : A study on gamification and feedback use by Englishteachers in Swedish upper secondary school. [Thesis]. Dalarna University; 2018. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:du-27451

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


University of Canterbury

19. Ong, Michael. Gamification and its effect on employee engagement and performance in a perceptual diagnosis task.

Degree: MS, Psychology, 2013, University of Canterbury

Gamification is an emerging phenomenon that has been advocated for its potential to improve organisational outcomes. The present study aimed to examine the effect of… (more)

Subjects/Keywords: Gamification; Engagement; Motivation; Near-infrared spectroscopy; Perceptual learning

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Ong, M. (2013). Gamification and its effect on employee engagement and performance in a perceptual diagnosis task. (Masters Thesis). University of Canterbury. Retrieved from http://dx.doi.org/10.26021/5866

Chicago Manual of Style (16th Edition):

Ong, Michael. “Gamification and its effect on employee engagement and performance in a perceptual diagnosis task.” 2013. Masters Thesis, University of Canterbury. Accessed March 04, 2021. http://dx.doi.org/10.26021/5866.

MLA Handbook (7th Edition):

Ong, Michael. “Gamification and its effect on employee engagement and performance in a perceptual diagnosis task.” 2013. Web. 04 Mar 2021.

Vancouver:

Ong M. Gamification and its effect on employee engagement and performance in a perceptual diagnosis task. [Internet] [Masters thesis]. University of Canterbury; 2013. [cited 2021 Mar 04]. Available from: http://dx.doi.org/10.26021/5866.

Council of Science Editors:

Ong M. Gamification and its effect on employee engagement and performance in a perceptual diagnosis task. [Masters Thesis]. University of Canterbury; 2013. Available from: http://dx.doi.org/10.26021/5866

20. Bardwell, Tina. Gamification with leveling up: Effects on learning science and motivation toward learning science.

Degree: MAE, Education, 2019, Otterbein University

 This study was a quantitative, quasi-experimental study, comparing 4 classes, studying an 8th grade science unit in a gamified classroom within a suburban middle school.… (more)

Subjects/Keywords: Higher Education; Gamification, Motivation, Achievement, Leveling Up, Homework

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Bardwell, T. (2019). Gamification with leveling up: Effects on learning science and motivation toward learning science. (Masters Thesis). Otterbein University. Retrieved from http://rave.ohiolink.edu/etdc/view?acc_num=otbn1592234236072612

Chicago Manual of Style (16th Edition):

Bardwell, Tina. “Gamification with leveling up: Effects on learning science and motivation toward learning science.” 2019. Masters Thesis, Otterbein University. Accessed March 04, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=otbn1592234236072612.

MLA Handbook (7th Edition):

Bardwell, Tina. “Gamification with leveling up: Effects on learning science and motivation toward learning science.” 2019. Web. 04 Mar 2021.

Vancouver:

Bardwell T. Gamification with leveling up: Effects on learning science and motivation toward learning science. [Internet] [Masters thesis]. Otterbein University; 2019. [cited 2021 Mar 04]. Available from: http://rave.ohiolink.edu/etdc/view?acc_num=otbn1592234236072612.

Council of Science Editors:

Bardwell T. Gamification with leveling up: Effects on learning science and motivation toward learning science. [Masters Thesis]. Otterbein University; 2019. Available from: http://rave.ohiolink.edu/etdc/view?acc_num=otbn1592234236072612


Liberty University

21. Espinosa, Luis Enrique. Gamification Strategies for Music Educators: An Online Continuing Education Course.

Degree: 2020, Liberty University

 This curriculum project is designed to provide music educators in the public and private sector with introductory knowledge about the topic of gamification and game-based… (more)

Subjects/Keywords: Gamification; Game-Based Learning; Gamified System Design; Engagement; Adult and Continuing Education; Music; Music Education

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Espinosa, L. E. (2020). Gamification Strategies for Music Educators: An Online Continuing Education Course. (Masters Thesis). Liberty University. Retrieved from https://digitalcommons.liberty.edu/masters/698

Chicago Manual of Style (16th Edition):

Espinosa, Luis Enrique. “Gamification Strategies for Music Educators: An Online Continuing Education Course.” 2020. Masters Thesis, Liberty University. Accessed March 04, 2021. https://digitalcommons.liberty.edu/masters/698.

MLA Handbook (7th Edition):

Espinosa, Luis Enrique. “Gamification Strategies for Music Educators: An Online Continuing Education Course.” 2020. Web. 04 Mar 2021.

Vancouver:

Espinosa LE. Gamification Strategies for Music Educators: An Online Continuing Education Course. [Internet] [Masters thesis]. Liberty University; 2020. [cited 2021 Mar 04]. Available from: https://digitalcommons.liberty.edu/masters/698.

Council of Science Editors:

Espinosa LE. Gamification Strategies for Music Educators: An Online Continuing Education Course. [Masters Thesis]. Liberty University; 2020. Available from: https://digitalcommons.liberty.edu/masters/698

22. Juntunen, Rosa. Gamification of language learning.

Degree: 2019, Theseus

 This is a study on how gamification facilitates language learning. It is written from the point of view of an individual language learner in the… (more)

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APA (6th Edition):

Juntunen, R. (2019). Gamification of language learning. (Thesis). Theseus. Retrieved from http://www.theseus.fi/handle/10024/169768

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Juntunen, Rosa. “Gamification of language learning.” 2019. Thesis, Theseus. Accessed March 04, 2021. http://www.theseus.fi/handle/10024/169768.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Juntunen, Rosa. “Gamification of language learning.” 2019. Web. 04 Mar 2021.

Vancouver:

Juntunen R. Gamification of language learning. [Internet] [Thesis]. Theseus; 2019. [cited 2021 Mar 04]. Available from: http://www.theseus.fi/handle/10024/169768.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Juntunen R. Gamification of language learning. [Thesis]. Theseus; 2019. Available from: http://www.theseus.fi/handle/10024/169768

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Brno University of Technology

23. Jarábek, Juraj. Aplikace pro záznam nálady s prvky gamifikace pro Android: Application for Tracking Mood with Gamification Elements for Android.

Degree: 2019, Brno University of Technology

 This thesis deals with designing and implementationof an application for tracking mood with gamification elements for operation system Android.Significant part of this thesis is occupied… (more)

Subjects/Keywords: Android; nálada; gamifikace; gamifikační mechanizmy; Android; Mood; Gamification; Gamification mechanisms

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APA (6th Edition):

Jarábek, J. (2019). Aplikace pro záznam nálady s prvky gamifikace pro Android: Application for Tracking Mood with Gamification Elements for Android. (Thesis). Brno University of Technology. Retrieved from http://hdl.handle.net/11012/54944

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Jarábek, Juraj. “Aplikace pro záznam nálady s prvky gamifikace pro Android: Application for Tracking Mood with Gamification Elements for Android.” 2019. Thesis, Brno University of Technology. Accessed March 04, 2021. http://hdl.handle.net/11012/54944.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Jarábek, Juraj. “Aplikace pro záznam nálady s prvky gamifikace pro Android: Application for Tracking Mood with Gamification Elements for Android.” 2019. Web. 04 Mar 2021.

Vancouver:

Jarábek J. Aplikace pro záznam nálady s prvky gamifikace pro Android: Application for Tracking Mood with Gamification Elements for Android. [Internet] [Thesis]. Brno University of Technology; 2019. [cited 2021 Mar 04]. Available from: http://hdl.handle.net/11012/54944.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Jarábek J. Aplikace pro záznam nálady s prvky gamifikace pro Android: Application for Tracking Mood with Gamification Elements for Android. [Thesis]. Brno University of Technology; 2019. Available from: http://hdl.handle.net/11012/54944

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

24. Camardella, Flavio. Gamification mechanics against dropout: Towards improving the motivation and engagement of university students against dropout with gamification mechanics.

Degree: Faculty of Technology and Society (TS), 2019, Malmö University

  In 2016, 30 million university students in the European Union obtained their tertiary degree, but over 3 million young scholars that were to university… (more)

Subjects/Keywords: Gamification; mobile application; user experience; engagement; motivation; university students; dropout; Engineering and Technology; Teknik och teknologier

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APA (6th Edition):

Camardella, F. (2019). Gamification mechanics against dropout: Towards improving the motivation and engagement of university students against dropout with gamification mechanics. (Thesis). Malmö University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20165

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Camardella, Flavio. “Gamification mechanics against dropout: Towards improving the motivation and engagement of university students against dropout with gamification mechanics.” 2019. Thesis, Malmö University. Accessed March 04, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20165.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Camardella, Flavio. “Gamification mechanics against dropout: Towards improving the motivation and engagement of university students against dropout with gamification mechanics.” 2019. Web. 04 Mar 2021.

Vancouver:

Camardella F. Gamification mechanics against dropout: Towards improving the motivation and engagement of university students against dropout with gamification mechanics. [Internet] [Thesis]. Malmö University; 2019. [cited 2021 Mar 04]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20165.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Camardella F. Gamification mechanics against dropout: Towards improving the motivation and engagement of university students against dropout with gamification mechanics. [Thesis]. Malmö University; 2019. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20165

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Jönköping University

25. Wiklund, Emil. The Gamification Process : A framework on gamification.

Degree: Jönköping International Business School, 2016, Jönköping University

  In this thesis a gamification framework was built based upon the existing body of literature on gamification to more easily describe the processes in how… (more)

Subjects/Keywords: Gamification; Business Administration; Företagsekonomi

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Wiklund, E. (2016). The Gamification Process : A framework on gamification. (Thesis). Jönköping University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30088

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Wiklund, Emil. “The Gamification Process : A framework on gamification.” 2016. Thesis, Jönköping University. Accessed March 04, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30088.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Wiklund, Emil. “The Gamification Process : A framework on gamification.” 2016. Web. 04 Mar 2021.

Vancouver:

Wiklund E. The Gamification Process : A framework on gamification. [Internet] [Thesis]. Jönköping University; 2016. [cited 2021 Mar 04]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30088.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Wiklund E. The Gamification Process : A framework on gamification. [Thesis]. Jönköping University; 2016. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30088

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


KTH

26. Galle, Thor. Designing and using gamification elements to improve students’ user experience in a video-based mobile language learning app.

Degree: Electrical Engineering and Computer Science (EECS), 2020, KTH

With the rise of the smartphone industry, the domain of mobile-assisted language learning (MALL) has increasingly grown. A large number of language learning applications… (more)

Subjects/Keywords: mobile-assisted language learning; video-based language learning; usability; UX; usability; user experience and educational features of m-learning environments (MUUX-E); gamification; Human Computer Interaction; Människa-datorinteraktion (interaktionsdesign)

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Galle, T. (2020). Designing and using gamification elements to improve students’ user experience in a video-based mobile language learning app. (Thesis). KTH. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280575

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Galle, Thor. “Designing and using gamification elements to improve students’ user experience in a video-based mobile language learning app.” 2020. Thesis, KTH. Accessed March 04, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280575.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Galle, Thor. “Designing and using gamification elements to improve students’ user experience in a video-based mobile language learning app.” 2020. Web. 04 Mar 2021.

Vancouver:

Galle T. Designing and using gamification elements to improve students’ user experience in a video-based mobile language learning app. [Internet] [Thesis]. KTH; 2020. [cited 2021 Mar 04]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280575.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Galle T. Designing and using gamification elements to improve students’ user experience in a video-based mobile language learning app. [Thesis]. KTH; 2020. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280575

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

27. Lindh, David. The Effect of Assessment On Motivation in a Virtual Reality Based Serious Game.

Degree: The Institute of Technology, 2020, Linköping UniversityLinköping University

  A thesis report that investigates if there is a connection between the gamification attribute called Assessment and the learning outcome called Motivation. Furthermore, we… (more)

Subjects/Keywords: Gamification; VR; Serious Games; Assessment; Motivation; Media and Communication Technology; Medieteknik

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APA (6th Edition):

Lindh, D. (2020). The Effect of Assessment On Motivation in a Virtual Reality Based Serious Game. (Thesis). Linköping UniversityLinköping University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-170079

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Lindh, David. “The Effect of Assessment On Motivation in a Virtual Reality Based Serious Game.” 2020. Thesis, Linköping UniversityLinköping University. Accessed March 04, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-170079.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Lindh, David. “The Effect of Assessment On Motivation in a Virtual Reality Based Serious Game.” 2020. Web. 04 Mar 2021.

Vancouver:

Lindh D. The Effect of Assessment On Motivation in a Virtual Reality Based Serious Game. [Internet] [Thesis]. Linköping UniversityLinköping University; 2020. [cited 2021 Mar 04]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-170079.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Lindh D. The Effect of Assessment On Motivation in a Virtual Reality Based Serious Game. [Thesis]. Linköping UniversityLinköping University; 2020. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-170079

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


University of Iceland

28. Sigurbjörn Már Valdimarsson 1984-. English language learning apps: A review of 11 English language learning apps .

Degree: 2020, University of Iceland

 Today the mobile phone has become an essential part of our lives. As the devices have gone through technological iterations researchers of mobile-assisted language learning(more)

Subjects/Keywords: Enskukennsla; Smáforrit; Kennsluforrit

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

1984-, S. M. V. (2020). English language learning apps: A review of 11 English language learning apps . (Thesis). University of Iceland. Retrieved from http://hdl.handle.net/1946/36956

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

1984-, Sigurbjörn Már Valdimarsson. “English language learning apps: A review of 11 English language learning apps .” 2020. Thesis, University of Iceland. Accessed March 04, 2021. http://hdl.handle.net/1946/36956.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

1984-, Sigurbjörn Már Valdimarsson. “English language learning apps: A review of 11 English language learning apps .” 2020. Web. 04 Mar 2021.

Vancouver:

1984- SMV. English language learning apps: A review of 11 English language learning apps . [Internet] [Thesis]. University of Iceland; 2020. [cited 2021 Mar 04]. Available from: http://hdl.handle.net/1946/36956.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

1984- SMV. English language learning apps: A review of 11 English language learning apps . [Thesis]. University of Iceland; 2020. Available from: http://hdl.handle.net/1946/36956

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


KTH

29. Lyu, Yuanping. Using Gamification and Augmented Reality to Encourage Japanese Second Language Students to Speak English.

Degree: Electrical Engineering and Computer Science (EECS), 2019, KTH

Language anxiety is one of the key problems that hinder language learners to speak a target second language. This problem is especially relevant for… (more)

Subjects/Keywords: Computer and Information Sciences; Data- och informationsvetenskap

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Lyu, Y. (2019). Using Gamification and Augmented Reality to Encourage Japanese Second Language Students to Speak English. (Thesis). KTH. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-271212

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Chicago Manual of Style (16th Edition):

Lyu, Yuanping. “Using Gamification and Augmented Reality to Encourage Japanese Second Language Students to Speak English.” 2019. Thesis, KTH. Accessed March 04, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-271212.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

MLA Handbook (7th Edition):

Lyu, Yuanping. “Using Gamification and Augmented Reality to Encourage Japanese Second Language Students to Speak English.” 2019. Web. 04 Mar 2021.

Vancouver:

Lyu Y. Using Gamification and Augmented Reality to Encourage Japanese Second Language Students to Speak English. [Internet] [Thesis]. KTH; 2019. [cited 2021 Mar 04]. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-271212.

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Council of Science Editors:

Lyu Y. Using Gamification and Augmented Reality to Encourage Japanese Second Language Students to Speak English. [Thesis]. KTH; 2019. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-271212

Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation


Tampere University

30. Tuominen, Tommi. Gamifying Employee Training .

Degree: 2018, Tampere University

 Video games have become one of the most important forms of entertainment in recent years. Games have challenges and other features that motivate and engage… (more)

Subjects/Keywords: gamification; e-learning; serious games; motivation; learning; software development; training

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APA · Chicago · MLA · Vancouver · CSE | Export to Zotero / EndNote / Reference Manager

APA (6th Edition):

Tuominen, T. (2018). Gamifying Employee Training . (Masters Thesis). Tampere University. Retrieved from https://trepo.tuni.fi/handle/10024/103797

Chicago Manual of Style (16th Edition):

Tuominen, Tommi. “Gamifying Employee Training .” 2018. Masters Thesis, Tampere University. Accessed March 04, 2021. https://trepo.tuni.fi/handle/10024/103797.

MLA Handbook (7th Edition):

Tuominen, Tommi. “Gamifying Employee Training .” 2018. Web. 04 Mar 2021.

Vancouver:

Tuominen T. Gamifying Employee Training . [Internet] [Masters thesis]. Tampere University; 2018. [cited 2021 Mar 04]. Available from: https://trepo.tuni.fi/handle/10024/103797.

Council of Science Editors:

Tuominen T. Gamifying Employee Training . [Masters Thesis]. Tampere University; 2018. Available from: https://trepo.tuni.fi/handle/10024/103797

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