A Dicey Situation: A Study of How Controlled Vocabularies Describe Tabletop Roleplaying Games
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Read MoreGamiDOC: The Importance of Designing Gamification in a Proper Way
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Read MoreUsing a gamification framework to increase student engagement with groupwork: ‘Alien Alliance’ - a boardgame for a range of scenarios.
Read MoreShould Gamification be Personalized? A Self-deterministic Approach
Read MoreLeveraging Gamification Strategies for Enhanced Environmental Education: An Exploration into Design, Technology, and Learning Outcomes
Read MoreThe climate wins! – How a gamification approach can foster sustainable consumption on university campuses and beyond
Read MoreDefining a game-based learning proposal to work with teachers’ professional wellbeing: the Teaching to Be video game
Read MoreTrain Your Attention and Executive Functions with Eye-Riders! A Videogame for Improving Cognitive Abilities in Neurodiverse Children
Read MoreCultural Insights in Souls-Like Games: Analyzing Player Behaviors, Perspectives, and Emotions Across a Multicultural Context
Read MoreUsing BioBoard-G: A Board Game for Enhancing Understanding of Cell Division for Secondary School
Read MoreI Don’t Usually Listen, I Read: How Different Learner Groups Process Game Feedback
Read MoreResults Testing the Validity of Media Puzzle Digital Game with a Realistic Mathematics Education Approach for Kindergartens
Read MoreExploring if Gamification Experiences Make an Impact on Pre-Service Teachers’ Perceptions of Future Gamification Use: A Case Report
Read MoreGamification is not Working: Why?
Read MoreEffectiveness of applied and casual games for young people's mental health: A systematic review of randomised controlled studies
Read MoreDifficulty Modelling in Mobile Puzzle Games: An Empirical Study on Different Methods to Combine Player Analytics and Simulated Data
Read MoreFinding the self in role-playing games: Weaving myth, narrative, and identity
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