Creative Education

Creative Education

ISSN Print: 2151-4755
ISSN Online: 2151-4771
www.scirp.org/journal/ce
E-mail: ce@scirp.org
"Motivation Strategy Using Gamification"
written by Tae Matsumoto,
published by Creative Education, Vol.7 No.10, 2016
has been cited by the following article(s):
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[1] Flipped Learning and Gamification in Information Technologies and Software Course.
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[2] The Ability of Scratch Teaching in Programming Language—Taking Roguelike Mathematical Games as an Example
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[3] GAMIFICACIÓN, EDUCACIÓN MEDIA SUPERIOR Y COVID-19: UNA INTERVENCIÓN A LA ASIGNATURA DE QUIMICA I
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[4] Gamificación en la enseñanza en la educación superior para su correcta implementación: cartografía conceptual”:" gamification in teaching in higher education for its …
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[5] Gamification Elements and Their Potential Influence on Employee Motivation-A Literature Review of Models
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[6] La metodología de Gamificación para el aprendizaje de historia de la educación española: investigación acción en la formación universitaria de docentes
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[7] Devising gamification for vocabulary development and motivation: an experimental, mixed-model study
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[8] Incorpating gamification in a flipped classroom approach: A review of literature
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[9] THE EFFECTIVENESS OF THE USE GAMIFIED FLIPPED CLASSROOM APPROACH TOWARDS STUDENT'S MOTIVATION AT PRE-UNIVERSITY LEVEL
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[10] Gamification Framework for Programming Course in Higher Education
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[11] Геймификация как альтернативный метод преподавания немецкого языка в условиях дистанционного обучения
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[12] Gamification for Handing Educational Innovation Challenges
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[13] Estudar é uma seca. vou jogar: gamification enquanto promotor de motivação para a aprendizagem
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[14] Promoción de competencias para la vida a través de la gamificación en un MOOC
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[15] PROMOCIÓN DE COMPETENCIAS PARA LA VIDA A TRAVÉS DE LA GAMIFICACIÓN ENUN MOOC
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[16] Beşinci sınıf bilişim teknolojileri ve yazılım dersi etik ve güvenlik ünitesinin ters-yüz öğrenme ve oyunlaştırma yaklaşımları ile öğretimi
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[17] 遊戲化教學融入簡報製作之行動研究
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[18] Study of RFID Board Game Cloud Computing System
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[19] Türkçe dersinde oyunlaştırmanın ilkokul öğrencilerinin söz varlığına ve motivasyonlarına etkisi
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[20] Experiments with Teaching Methodologies
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[21] User Experience Evaluation of Virtual Reality-based Cultural Gamification using GameFlow Approach
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[22] STUDENTS'EXPERIENCES AND CHALLENGES OF LEARNING ENGLISH GRAMMAR THROUGH FLIPPED CLASSROOM AND GAMIFICATION
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[23] TEACHING AND EDUCATION USE OF GAMIFICATION IN MATHEMATICS: A CASE STUDY AT A HIGH SCHOOL IN GUARATINGUETÁ-SP
[24] HOW TO GAMIFY THE FLIPPED CLASSROOM TO SUPPORT ROMANIAN LANGUAGE LEARNING?
Values, models
[25] Teaching and Learning Aids of Pantun for Primary School in Malay Language Education Ahmad Fikri Ab Rahman1, Zamri Mahamod2, Mohd Saleh Abbas3 …
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