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Keyword Connections
gamification
Journals
29
1
PloS one
2
Frontiers in public health
3
Sensors (Basel, Switzerland)
4
conference proceedings : annual international conference of the ieee engineering in medicine and biology society ieee engineering in medicine and biology society annual conference
5
Frontiers in psychology
6
International journal of environmental research and public health
7
die pharmazie
8
JMIR mHealth and uHealth
9
International journal of medical informatics
10
journal of cardiothoracic and vascular anesthesia
11
ieee transactions on visualization and computer graphics
12
advances in experimental medicine and biology
13
jmir serious games
14
anatomical sciences education
15
Nurse education today
16
drug and alcohol review
17
Pilot and feasibility studies
18
the journal of nursing administration
19
Medical science educator
20
European journal of pediatrics
21
Currents in pharmacy teaching & learning
22
Journal of surgical education
23
american journal of preventive medicine
24
the abnf journal : official journal of the association of black nursing faculty in higher education, inc
25
medical reference services quarterly
26
clinical anatomy (new york, ny)
27
internet interventions
28
journal of optometry
29
Monaldi archives for chest disease = Archivio Monaldi per le malattie del torace
Research Groups
0
No Research Group Connected
Bibliographies
42
1
Coming Together: R&D and Children's Entertainment Company in Designing APPs for Learning Early Math.
2
Development and evaluation of 'Pure Rush': An online serious game for drug education.
3
A feasibility study of 'The StepSmart Challenge' to promote physical activity in adolescents.
4
A web-based review game as a measure of overall course knowledge in pharmacotherapeutics.
5
Design and Development of the "" Smartphone Game: A Blended Problem-Solving Intervention for Adolescent Mental Health in India.
6
Pilot Study Suggests Smartphone Application Knowledge Improves Resident Transesophageal Echocardiography Knowledge: A Randomized Controlled Trial.
7
User preferences for a mobile application to report adverse events following vaccination.
8
Engaging Users in the Behavior Change Process With Digitalized Motivational Interviewing and Gamification: Development and Feasibility Testing of the Precious App.
9
Can Active Video Games Improve Physical Activity in Adolescents? A Review of RCT.
10
Promoting Social and Emotional Learning and Subjective Well-Being: Impact of the "Aislados" Intervention Program in Adolescents.
11
A Social Networking and Gamified App to Increase Physical Activity: Cluster RCT.
12
Designing Configurable Arm Rehabilitation Games: How Do Different Game Elements Affect User Motion Trajectories?
13
Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot.
14
Gamification, serious games and action video games in optometry practice.
15
Using Photogrammetry to Create a Realistic 3D Anatomy Learning Aid with Unity Game Engine.
16
Gamifying CBT to deliver emotional health treatment to young people on smartphones.
17
Empowering Children with ASD and Their Parents: Design of a Serious Game for Anxiety and Stress Reduction.
18
Engaging Students in Searching the Literature.
19
Tangibot: A collaborative multiplayer game for pediatric patients.
20
Use of virtual games for interactive learning in a pharmacy curriculum.
21
Exploratory implementation of a blended format escape room in a large enrollment pharmacy management class.
22
The impact on nursing students' opinions and motivation of using a "Nursing Escape Room" as a teaching game: A descriptive study.
23
Gamifying anatomy education.
24
Break out of the Classroom: The Use of Escape Rooms as an Alternative Teaching Strategy in Surgical Education.
25
Game on: The gamification of the pharmacy classroom.
26
Using Gamification to Improve Productivity and Increase Knowledge Retention During Orientation.
27
System to Detect Racial-Based Bullying through Gamification.
28
Gamification: An Innovative Teaching-Learning Strategy for the Digital Nursing Students in a Community Health Nursing Course.
29
Head to head: The role of academic competition in undergraduate anatomical education.
30
Gamification of dietary decision-making in an elementary-school cafeteria.
31
Scope and new horizons for implementation of m-Health/e-Health services in pulmonology in 2019.
32
Gamification of a Mobile Applications Lecture in a Pharmacy Course.
33
An IoT-Based Gamified Approach for Reducing Occupants’ Energy Wastage in Public Buildings
34
review of components from frameworks and models for dgbl for history based courses
35
a gamification experience to improve engineering students' performance through motivation
36
fabio viola, gamification, arduino viola editore, 2011
37
gamification of cognitive assessment and cognitive training: a systematic review of applications, approaches and efficacy
38
penerapan gamification cashflow sebagai media pembelajaran pengelolaan keuangan pribadi pada anak usia dasar (studi kasus: sdn plumpung 1 plaosan magetan)
39
gamification as a strategy of internal marketing
40
open badges for education: what are the implications at the intersection of open systems and badging?
41
el dibujo de la figura humana “avatar” como elemento para el desarrollo de la creatividad y aprendizaje a través de la gamificación en educación primaria = the drawing of the human figure "avatar" as an element for the development of creativity and learning through gamification techniques in primary education
42
Game Design, Effectiveness, and Implementation of Serious Games Promoting Aspects of Mental Health Literacy Among Children and Adolescents: Systematic Review.
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