SciMatic
Journals
Thesis Rep
Docs
Products
SciMatic.net
Journament
Journal Manager
Subjects
Thesis
ImProofer
Research Groups
Letter Pad
Conferences
Services
About
SciMatic
Team
Earn With Us
Join Us
Contact Us
EN
English
Türkçe
Español
Português
Pусский
Filipino
Tiếng Việt
हिन्दी
العربية
বাংলা
Deutsch
中文
Login
Keyword Connections
mif
Journals
3
1
journal of orthopaedic science : official journal of the japanese orthopaedic association
2
skinmed
3
American journal of cancer research
Research Groups
0
No Research Group Connected
Bibliographies
251
1
Pleiotropic role of macrophage migration inhibitory factor in cancer.
2
Commentary on "Stigmatizing Attitudes toward Persons with Psoriasis among Laypersons and Medical Students".
3
Assessment of the talar deformity and alignment in congenital clubfoot using three-dimensional MRI after Ponseti method.
4
Halimium halimifolium: From the Chemical and Functional Characterization to a Nutraceutical Ingredient Design.
5
Virtual and Augmented Reality Gamification Technology on Reinventing the F1 Sponsorship Model not Purely Focused on the Team’s and Car’s Performance
6
What makes an essential medicine? WHO's new list focuses on antibiotic resistance, adds expensive drugs, and downgrades Tamiflu
7
Characterization of Phenolic Compounds and Antiproliferative Effects of Salvia pomifera and Salvia fruticosa Extracts
8
Using Gamified Solutions in Pediatric Diabetes Self-management: A Literature Review
9
A Model Driven Approach to the Design of a Gamified e-Learning System for Clinical Guidelines.
10
Raising engagement and motivation through gamified eportfolio in Kolej Profesional MARA (KPM), Malaysia: A Preliminary Survey
11
Gamifying onboarding: How to increase both engagement and integration of new employees
12
Gamification as an instrument for organizational behaviour change during the meeting: case study «ROBATIEMPOS»
13
Ameliorating effect of microvascular decompression on patients with coexistence of hemifacial spasm and glossopharyngeal neuralgia: a retrospective study.
14
Solving "Smart City" Transport Problems by Designing Carpooling Gamification Schemes with Multi-Agent Systems: The Case of the So-Called "Mordor of Warsaw".
15
Positive experience of the project gamification in the microprocessors and Microcontrollers course
16
MiFIT: A fault injection tool to validate the reliability of microprocessors
17
A gamification pathway for computer science student success
18
Gamification: an Innovative Approach to Reinforce Clinical Knowledge for MD-PhD Students During Their PhD Research Years
19
Photocatalytic degradation of gemifloxacin antibiotic using Zn-Co-LDH@biochar nanocomposite.
20
Remifentanil-Sparing Effect of Pectoral Nerve Block Type II in Breast Surgery under Surgical Pleth Index-Guided Analgesia during Total Intravenous Anesthesia.
21
Understanding how advertising gamification influences consumers: The effect of image experience and interactivity
22
Creating brand engagement through in-store gamified customer experiences
23
Gamification in Education: A Cognitive Psychology Approach to Cooperative and Fun Learning
24
Gaming the Lecture Hall: Using Social Gamification to Enhance Student Motivation and Participation
25
Design and Evaluation of a Pervasive Coaching and Gamification Platform for Young Diabetes Patients.
26
Amifostine does not protect thyroid cancer cells in DNA damaging in vitro models
27
Biological activities of Cretan Salvia pomifera extracts
28
Gamifying a Simulation: Do a Game Goal, Choice, Points, and Praise Enhance Learning?
29
Cyclic Multiplexed-Immunofluorescence (cmIF), a Highly Multiplexed Method for Single-Cell Analysis.
30
Idolization and ramification between globalization and ecological footprints: evidence from quantile-on-quantile approach.
31
The "$in TIME" Gamification Project: Using a Mobile App to Improve Cardiorespiratory Fitness Levels of College Students.
32
Towards a new software quality model for evaluation the quality of gamified systems
33
Gamification as a strategy of internal marketing
34
[Preliminary report on isonicotinic acid hydrazide (rimifon, neoteben) on the basis of experimental and clinical investigations].
35
Employing gamification methods to increase customer engagement in digital marketing
36
Contributions of indigenous arbuscular mycorrhizal fungi to growth of retama monosperma and acacia gummifera under water stress (case study: essaouira sand dunes forest)
37
Precocious natural mummification in a temperate climate (Western Cape, South Africa).
38
A Pilot Intervention Using Gamification to Enhance Student Participation in Classroom Activity Breaks.
39
Game-play: Effects of online gamified and game-based learning on dispositions, abilities and behaviours of primary learners
40
Effect-site concentration of remifentanil for inhibiting cardiovascular responses to double-lumen tube intubation with Airtraq videolaryngoscopy: A comparison with Macintosh laryngoscopy
41
Artificial Intelligence Gamified AAL Solution
42
A playful mobile digital environment to tackle school burnout using micro learning, persuasion & gamification
43
The Notijoves Project: Protocol for a Randomized Controlled Trial About New Communication Technologies and Gamification to Promote Partner Notification of Sexually Transmitted Infections Among Young People.
44
Using Gamification in Teaching Public Relations Students
45
MIF gene rs755622 polymorphism positively associated with acute coronary syndrome in Chinese Han population: case–control study
46
Costs and benefits of chemical defence in the Red Alga Bonnemaisonia hamifera.
47
Middle school peer reputation in high-achieving schools: Ramifications for maladjustment versus competence by age 18.
48
The moderating effect of gamification on the relationship between customer engagement and new service development process involvement
49
A Novel Gamification Approach to Recomendation Based Mobile Applications
50
Architecture of social media marketing using gamification
51
Does gamification affect brand engagement and equity? A study in online brand communities
52
“Earthquake in the City”; using real life gamification model for teaching professional commitment in high school students
53
Gamified flipped EFL classroom for primary education: student and teacher perceptions
54
A Gamification-Based Intervention Program that Encourages Physical Activity Improves Cardiorespiratory Fitness of College Students: 'The Matrix rEFvolution Program'.
55
Analysis of Collective Human Intelligence for Diagnosis of Pigmented Skin Lesions Harnessed by Gamification Via a Web-Based Training Platform: Simulation Reader Study.
56
Engaging Users in the Behavior Change Process With Digitalized Motivational Interviewing and Gamification: Development and Feasibility Testing of the Precious App.
57
Gamification of Crowd-Driven Environment Design.
58
A Social Networking and Gamified App to Increase Physical Activity: Cluster RCT.
59
Gamification of Electronic Learning in Radiology Education to Improve Diagnostic Confidence and Reduce Error Rates.
60
Gamification, serious games and action video games in optometry practice.
61
Gamifying CBT to deliver emotional health treatment to young people on smartphones.
62
Towards a motivational design? Connecting gamification user types and online learning activities
63
Evaluating the effect of gamification on the deployment of digital cultural probes for children
64
Can electric vehicle drivers be persuaded to eco-drive? A field study of feedback, gamification and financial rewards in Germany
65
Assessing the effectiveness of gamification in reducing domestic energy consumption: Lessons learned from the EnerGAware project
66
Can games change children's eating behaviour? A review of gamification and serious games
67
WordBricks: Mobile Technology and Visual Grammar Formalism for Gamification of Natural Language Grammar Acquisition
68
Serious Games, Gamification, and Serious Mental Illness: A Scoping Review
69
The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system
70
Incorporating gamification into website design to facilitate effective communication
71
Co-creation of new solutions through gamification: A collaborative innovation practice
72
Gamification of sports media coverage: An infotainment approach to olympics and football world cups
73
Digital Gamification in Basic General Education Students
74
Gamification as a Didactic Tool in the Teaching of the Pythagorean Theorem
75
Influence of virtual CSR gamification design elements on customers’ continuance intention of participating in social value co-creation: The mediation effect of psychological benefit
76
Challenges of gamification in software process improvement
77
Gamification of formative feedback in language arts and mathematics classrooms: Application of the learning error and formative feedback (LEAFF) model
78
Adaptive gamification framework with proper player type classification and effectiveness evaluation
79
A meta-analysis of selected studies on the effectiveness of gamification method for children
80
Gamification in Enterprise Systems: A Literature Review
81
Gamification in Software Engineering: A Tertiary Study
82
An evidence-based gamified mHealth intervention for overweight young adults with maladaptive eating habits: study protocol for a randomized controlled trial
83
Playing (with) Democracy: A Review of Gamified Participation Approaches
84
A collaborative approach for semantic time-based video annotation using gamification
85
Serious Games and Gamification in the Corporate Training Environment: a Literature Review
86
Situated tangible gamification of heritage for supporting collaborative learning of young museum visitors
87
The "$in TIME" Gamification Project: Using a Mobile App to Improve Cardiorespiratory Fitness Levels of College Students
88
Feasibility and efficacy of gamification in general surgery residency: Preliminary outcomes of residency teams
89
Implementation gamification concept on task management system based on web
90
Gamification of team interaction in a distance learning environment
91
How to engage with sustainability issues we rarely experience? A gamification model for collective awareness platforms in water-related sustainability
92
Motivational affordances to gamification in workplace: A literature review and proposed framework
93
Multi-sensor System, Gamification, and Artificial Intelligence for Benefit Elderly People
94
A systematic review about gamification, motivation and learning in high school
95
A systematic review of gamification techniques applied to elderly care
96
"Game on!" Teaching gamification principles for library instruction to health sciences information professionals using interactive, low-tech activities and design-thinking modalities.
97
Gamifying anatomy education.
98
Game on: The gamification of the pharmacy classroom.
99
Using Gamification to Improve Productivity and Increase Knowledge Retention During Orientation.
100
System to Detect Racial-Based Bullying through Gamification.
101
Gamification: An Innovative Teaching-Learning Strategy for the Digital Nursing Students in a Community Health Nursing Course.
×
SciMatic on Your Phone
Track your articles, view certificates, and stay updated — anywhere, anytime.
Google Play