Creative Education

Creative Education

ISSN Print: 2151-4755
ISSN Online: 2151-4771
www.scirp.org/journal/ce
E-mail: ce@scirp.org
"Potential of Gamification as Assessment Tool"
written by Claudia Cardinale Nunes Menezes, Robélius De Bortolli,
published by Creative Education, Vol.7 No.4, 2016
has been cited by the following article(s):
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[1] Effectiveness of a gamification application in learning mandarin as a second language
Malaysian Journal of Learning and …, 2022
[2] Gamification in Higher Education: Analysis of Your Strengths and Weaknesses
Patón… - … of Research on the …, 2022
[3] Snapticon: Developing Effective Listening Skills for Group Oral Discussion
Asian Journal of …, 2022
[4] The Influence of Gamification in Education: Possibilities, Regulation and Concerns
International Conference in …, 2022
[5] How Innovative Technologies Are Improving the Delivery of E-Assessment in Higher Education
… to Assess the Effectiveness of Global …, 2022
[6] A meta-analysis on the effect of gamified-assessment tools' on academic achievement in formal educational settings
Education and Information Technologies, 2022
[7] An evaluation of cooperative learning through content gamification in EFL classes in Cundinamarca
2022
[8] E-DEĞERLENDİRME ORTAMINDA KULLANILAN OYUNLAŞTIRMA BİLEŞENLERİNİN ÖĞRENCİLERİN KATILIMLARI ÜZERİNE ETKİSİ
2022
[9] The Ability of Scratch Teaching in Programming Language—Taking Roguelike Mathematical Games as an Example
2022
[10] Igrifikacija (elementi videoigara) u nastavi: pogled iz pedagoško-didaktičke perspektive
Časopis za odgojne i obrazovne znanosti …, 2021
[11] Exploring Feedback and Gamification in a Data Modeling Learning Tool
Electronic Journal of …, 2021
[12] Benefits of Gamified Evaluations for Virtual Education in Pandemic Context According to the Peruvian Teachers Perception
Quintanilla, N Ramirez-Felipe… - 2021 IEEE Sciences …, 2021
[13] Gamification for Handing Educational Innovation Challenges
2020
[14] Gamified Evaluation in STEAM for Higher Education: A Case Study
2020
[15] Gamification in psychological assessment in South Africa: A narrative review
2020
[16] Health Gamification Research–a bibliometric analysis
2020
[17] Pedagogies of Digital Learning in Higher Education
2020
[18] Open-source drone programming course for distance engineering education
2020
[19] Lessons Learned From Developing and Evaluating an Educational Database Modeling Tool
2020
[20] Computer-based feedback to foster self-regulated learning in a blended learning environment: An experience in the financial area
2020
[21] Examining the use of e‐assessment in higher education: teachers and students' viewpoints
British Journal of Educational Technology, 2019
[22] BENEFITS AND CHALLENGES OF USING GAME-BASED FORMATIVE ASSESSMENT AMONG UNDERGRADUATE STUDENTS
2019
[23] Evaluation of awarding badges on Student's engagement in Gamified e-learning systems
2019
[24] 遊戲化教學融入簡報製作之行動研究
2019
[25] Validation of the 4pHAT
2019
[26] The Impact of difference in two elements of design (badges/leader boards) in e-learning environment based on gamification to develop the analytical reading skills …
Journal of Scientific …, 2019
[27] Using Gamification in Outreach Camps: Experience from an IS Program
2018
[28] Performance appraisal of knowledge workers in R&D centers using gamification
2018
[29] Using Game Mechanics to Increase Graduate Student Engagement with Library Resources
ProQuest Dissertations Publishing, 2017
[30] Design Participativo no Ensino Médio: Desenvolvimento de um Jogo Auxiliar ao Processo de Ensino
2017
[31] E-LEARNING in 3D
2017
[32] Gamification at School
International Conference on Education and New …, 2017
[33] Pros and cons gamification and gaming in classroom
2017
[34] Pros and Cons of Tomorrow's Learning: A Review of Literature of Gamification in Education Context
[35] Position Paper: Gamification in Education
[36] TEACHING AND EDUCATION USE OF GAMIFICATION IN MATHEMATICS: A CASE STUDY AT A HIGH SCHOOL IN GUARATINGUETÁ-SP
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