Browse Books by Keyword: "Gamification"
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The Food Network's television show Chopped pits chefs against each other, in a three-round battle, to create their best appetizer, entrée, and dessert. Facing master chef judges, the chef participants present their dishes with one chef chopped (elim…

Learning technologies should be designed in a way that facilitates student knowledge construction. While much of the learning technology literature often focuses on retention of content, less is known about the theories and models that influence how …

Gamification is defined as the “use of game design elements in non-game contexts” (Deterding et al., 2011, p.10) with the goal of promoting user engagement. Didactic courses that incorporate game elements such as rulebooks, elements of surprise, …

The purpose of this study was to examine new hires’ learning outcomes and perceptions of an interactive gamified e-learning course in a health insurance organization. The conceptual framework drew from literature surrounding the Understanding by De…

Scratch is a free visual coding tool that was designed by the MIT Lifelong Kindergarten Group. Students can use Scratch to “code their own interactive stories, animations, and games. In the process, they learn to think creatively, reason syste…

Quizlet is a digital learning tool that can be used by students, parents, and teachers. The site contains over 100 million sets of study materials created by other users that range in topics from Landmark Supreme Court Cases to Structures of th…