Browsing by Subject "Gamification"
Now showing items 1-7 of 7
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THE EMERGENT ASPECT OF CLIMATE CHANGE IN VIDEO GAMES: A HISTORICAL REVIEW
(2022)In response to recurrent natural catastrophes and climate change, research into the use of videogames in sustainability is on the rise, and it is cementing their position as part of the contemporary digital education. The ... -
Game-Based Learning for Engineering Education
(2021)The issue addressed in this work is the impact of virtual lab to distance learning of the cognitive object of logic design course. Thirty four digital electronic circuits were designed using an online application for ... -
A gamified community for fostering learning engagement towards preventing Early school leaving
(2016)Early school leaving is a complex phenomenon that may adversely affect on a learner’s future development. ESL is the result of a combination of factors, such as insufficient school curricula understanding, low value placed ... -
Logic Design as an Enabler to Python Programming Language Teaching
(2019)In this article the contribution of experiential learning, gamification and emerging technologies to Python programming language teaching is attempted to be sketched. Four scenarios were designed in order to constitute a ... -
Optimal design of serious games for consumer engagement in the smart grid
(2018)Serious games are a promising approach for demand-side management that aims to higher user engagement and active participation. In this paper,1 we introduce the problem of optimal serious-game design for achieving specific ... -
Teaching design thinking through gamified learning
(2019)Entrepreneurial capacity has long been considered as a key transversal competency applicable in all subjects and educational levels. It empowers individuals to explore their talents, to introduce creative ideas, and to ...