نتایج جستجو برای: gamified education
تعداد نتایج: 380059 فیلتر نتایج به سال:
Abstract Learning idiomatic expressions is seen as one of the most challenging stages in second-language learning because their unpredictable meaning. A similar situation holds for identification within natural language processing applications such machine translation and parsing. The lack high-quality usage samples exacerbates this challenge not only humans but also artificial intelligence sys...
Security exploits can include cyber threats such as computer programs that can disturb the normal behavior of computer systems (viruses), unsolicited e-mail (spam), malicious software (malware), monitoring software (spyware), attempting to make computer resources unavailable to their intended users (Distributed Denial-of-Service or DDoS attack), the social engineering, and online identity theft...
The current university student population mainly consists of students born between the years 1995 – 2012. This cohort has grown up in a world technological stimulation and many expect their learning teaching environment to reflect this (Chaudhuri, 2020). In response shift expectation there been an increased focus on flipped where classrooms provide active activities engage students. article inv...
A good night’s sleep is well known to be imperative for maintaining one’s overall wellness. Yet, about half of Canadian adults struggle with falling asleep or sleep. The impacts insufficient are wide-ranging, from physiological correlates such as diabetes mental depression. Effective treatments sleep-related issues exist: example, online interventions insomnia have been found effective. As a me...
The Gamified Learning Theory implies that gamification does not affect learning directly but stimulates a learning-related behavior in mediating or moderating process. A learner-related can, to some extent, be predicted based on the way learners tend perceive, understand and utilize information. These different ways of are known as tendencies. This study investigates moderator role tendencies s...
<p style="text-align: justify;">By the spread of COVID-19, entire world shifted suddenly to e-learning including schools. This study aims find ways enjoy teaching. Gamification in education refers introduction game elements non-game environment. A case was adopted for this as a qualitative approach investigate possibility improving motivation. The conducted first and second semester 2020/...
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