190   Artículos

 
en línea
Azin Yazdi, Amir Karimi and Stylianos Mystakidis    
This study applies bibliometric and network analysis methods to map the literature-based landscape of gamification in online distance learning. Two thousand four hundred and nineteen publications between 2000 and 2023 from the Scopus database were analyz... ver más
Revista: Information    Formato: Electrónico

 
en línea
Carolina Ribeiro, Igor Fernandes and Filipe Portela    
In the age of Industry 4.0, competition between companies is becoming increasingly intense, and companies are turning to trends that aim to improve overall performance. Accordingly, the company ITEK decided to create a global gamification mechanism focus... ver más
Revista: Information    Formato: Electrónico

 
en línea
Anna Maria Gianni and Nikolaos Antoniadis    
Formal education in high school focuses primarily on knowledge acquisition via traditional classroom teaching. Younger generations of students tend to lose interest and to disengage from the process. Gamification, the use of gaming elements in the traini... ver más
Revista: Information    Formato: Electrónico

 
en línea
Muhammad Nadeem, Melinda Oroszlanyova and Wael Farag    
Currently, academia is grappling with a significant problem?a lack of engagement. Humankind has gone too far into exploring entertainment options, while the education system has not really kept up. Millennials love playing games, and this addiction can b... ver más
Revista: Computers    Formato: Electrónico

 
en línea
Manuel Krug and Johannes Huwer    
The topic of safety in chemistry laboratories in schools is crucial, as severe accidents in labs occur worldwide, primarily due to poorly trained individuals and improper behavior. One reason for this could be that the topic is often dry and boring for s... ver más
Revista: Computers    Formato: Electrónico

 
en línea
Azizah Nurul Khoirunnisa, Munir and Laksmi Dewi    
(1) Background: Augmented reality is no less popular than virtual reality. This technology has begun to be used in education fields, one of which is special education. Merging the real and virtual worlds is the advantage of augmented reality. However, it... ver más
Revista: Computers    Formato: Electrónico

 
en línea
Humberto Marín-Vega, Giner Alor-Hernández, Maritza Bustos-López, Ignacio López-Martínez and Norma Leticia Hernández-Chaparro    
Extended Reality (XR) is an emerging technology that enables enhanced interaction between the real world and virtual environments. In this study, we conduct a scoping review of XR engines for developing gamified apps and serious games. Our study revolves... ver más
Revista: Future Internet    Formato: Electrónico

 
en línea
Sangjae Lee    
Online streaming contents are creating greater service uncertainty, as consumers need to experience such contents before making a decision to continue to purchase them. Few studies have investigated the interaction between eWOM (online word-of-mouth) and... ver más
Revista: Applied Sciences    Formato: Electrónico

 
en línea
Rafal Jaworski, Sanja Seljan and Ivan Dunder    
Parallel corpora have been widely used in the fields of natural language processing and translation as they provide crucial multilingual information. They are used to train machine translation systems, compile dictionaries, or generate inter-language wor... ver más
Revista: Information    Formato: Electrónico

 
en línea
Robertas Dama?evicius, Rytis Maskeliunas and Tomas Bla?auskas    
A serious game is a type of game that is designed for a primary purpose other than entertainment. Instead, serious games are intended to achieve specific goals, such as education, training, or health promotion. The goal of serious games is to engage play... ver más
Revista: Information    Formato: Electrónico

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