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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[5] Aplicação do Software Geogebra como Ferramenta Didática Auxiliar no Ensino de Matemática: Geogebra, Modelagem Matemática e TIC's.
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[7] How to deliver an effective course: A student's perspective
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[8] The research context of artificial intelligence and gamification to improve student engagement and attendance in higher education
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[9] Gramatikê: a gamificação como inovação no ensino de concordância verbal
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[10] ENGLISH TEACHERS'GAMIFICATION SATISFACTION AND PERCEPTION SCALE (ETGSPS)-CONCEPTUALISATION AND PILOT DEVELOPMENT
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[11] Gamificación y enseñanza de la química orgánica en los estudiantes de tercero de bachillerato
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[12] 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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[13] The Ability of Scratch Teaching in Programming Language—Taking Roguelike Mathematical Games as an Example
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[14] GAMIFICACIÓN, EDUCACIÓN MEDIA SUPERIOR Y COVID-19: UNA INTERVENCIÓN A LA ASIGNATURA DE QUIMICA I
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[15] HOW TO GAMIFY THE FLIPPED CLASSROOM TO SUPPORT ROMANIAN LANGUAGE LEARNING?
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[16] Teaching and Learning Aids of Pantun for Primary School in Malay Language Education
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[17] Flipped Learning and Gamification in Information Technologies and Software Course.
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[18] Devising gamification for vocabulary development and motivation: an experimental, mixed-model study
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[19] Incorpating gamification in a flipped classroom approach: A review of literature
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[20] 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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[21] Using Gamification Features to Enhance Online Learning for English in Primary Schools
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[22] Gamification Elements and Their Potential Influence on Employee Motivation-A Literature Review of Models
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[23] THE EFFECTIVENESS OF THE USE GAMIFIED FLIPPED CLASSROOM APPROACH TOWARDS STUDENT'S MOTIVATION AT PRE-UNIVERSITY LEVEL
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[24] Gamification Framework for Programming Course in Higher Education
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[25] Геймификация как альтернативный метод преподавания немецкого языка в условиях дистанционного обучения
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[26] Gamification for Handing Educational Innovation Challenges
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[27] Estudar é uma seca. vou jogar: gamification enquanto promotor de motivação para a aprendizagem
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[28] Promoción de competencias para la vida a través de la gamificación en un MOOC
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[29] PROMOCIÓN DE COMPETENCIAS PARA LA VIDA A TRAVÉS DE LA GAMIFICACIÓN ENUN MOOC
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[30] Beşinci sınıf bilişim teknolojileri ve yazılım dersi etik ve güvenlik ünitesinin ters-yüz öğrenme ve oyunlaştırma yaklaşımları ile öğretimi
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[31] 遊戲化教學融入簡報製作之行動研究
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[32] Study of RFID Board Game Cloud Computing System
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[33] Türkçe dersinde oyunlaştırmanın ilkokul öğrencilerinin söz varlığına ve motivasyonlarına etkisi
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[34] TEACHING AND EDUCATION USE OF GAMIFICATION IN MATHEMATICS: A CASE STUDY AT A HIGH SCHOOL IN GUARATINGUETÁ-SP
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[35] Pengaruh elemen gamifikasi terhadap motivasi pelajar menggunakan aplikasi quizizz
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[36] Experiments with Teaching Methodologies
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[37] User Experience Evaluation of Virtual Reality-based Cultural Gamification using GameFlow Approach
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[38] STUDENTS'EXPERIENCES AND CHALLENGES OF LEARNING ENGLISH GRAMMAR THROUGH FLIPPED CLASSROOM AND GAMIFICATION
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[39] TEACHING MATERIAL DEVELOPMENT FOR BIO-MEDICAL SCIENCE CONTEMPORARY TOPICS MODULE-APS6024, UNDER THE TOPIC CHIMERIC …
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