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Risultati

65 risultati trovati.

Tipi di risorsa: Libro cartaceo Libro elettronico Articolo Rivista Tesi Capitolo
Ricerca accademica
GAMIFICATION MARKETING STRATEGIES IN TERRITORY BRANDING: IMPACT ON CONSUMER BEHAVIOR
Articolo
Articolo
Valentyna Litynska · V. N. Karazin Kharkiv National University · 2025 · ISSN 2524-2547
The aim of this article is to evaluate the effectiveness of gamification marketing strategies in territory branding and to determine their impact on consumer behavior. It has been established that one of the key challeng...
LCC TENDOkVjb25vbWljcyBhcyBhIHNjaWVuY2U~Idioma ukr
Acceso abiertoRuta libre sin proxy. Acceso recomendado cuando no hay suscripción activa.
Open Access
Gamification Elements in the Process of Ukrainian Language Training of Pedagogy Specialists
Articolo
Articolo
Iryna Humeniuk · Vasyl Stefanyk Carpathian National University · 2023 · ISSN 2311-0155
The article studies the problem of using gamification elements in the process of training future preschool and primary school teachers on the example of the methodology of teaching Ukrainian Language for Professional Pur...
LCC TENDOkVkdWNhdGlvbg~~; TENDOkVjb25vbWljcyBhcyBhIHNjaWVuY2U~Idioma Inglés
Acceso abiertoRuta libre sin proxy. Acceso recomendado cuando no hay suscripción activa.
Open Access
Gamification Strategies and Customer Churn Reduction in Entrepreneurial Retail Firms: An Empirical Study of Millennials
Articolo
Articolo
Si Chong En et al · MMU Press · 2026 · ISSN 2735-1009
This study investigates the impact of gamification strategies on customer churn reduction in entrepreneurial retail firms, focusing on Millennial consumers in Malaysia’s Klang Valley. Customer churn threatens profitabi...
LCC TENDOlNvY2lhbCBTY2llbmNlcw~~Idioma Inglés
Acceso abiertoRuta libre sin proxy. Acceso recomendado cuando no hay suscripción activa.
Open Access
Gamification increases tuberculosis awareness in schools from Catalonia: a multi-centre quasi-experimental pre-post intervention study
Articolo
Articolo
Mariona Cortacans et al · Frontiers Media S.A · 2026 · ISSN 2296-2565
BackgroundTuberculosis (TB) remains one of the world’s deadliest infectious diseases and continues to be hindered by poor public awareness, stigma, and misinformation, all of which can contribute to delayed diagnosis, ...
LCC LCC:Public aspects of medicineIdioma Inglés
Acceso abiertoRuta libre sin proxy. Acceso recomendado cuando no hay suscripción activa.
Open Access
Gamification, Technology Proficiency, and Self-efficacy in Romania Preschool and Primary School Teachers
Articolo
Articolo
CRAMARIUC, Gabriel et al · Stefan cel Mare University of Suceava · 2022 · ISSN 1842-0400
The aim of the present study was to analyze the associations between perceived usefulness of gamification, technology proficiency, teachers’ self-efficacy and gamification usage and to investigate the possible predicti...
LCC LCC:Language and Literature; TENDOkRpc2NvdXJzZSBhbmFseXNpcw~~Idioma Alemán
Acceso abiertoRuta libre sin proxy. Acceso recomendado cuando no hay suscripción activa.Disponible en 2 proveedores
Open Access
Gamification for Innovators and Entrepreneurs : Using Games to Drive Innovation and Facilitate Learning
Libro
Libro
Bessant, John · De Gruyter · ISBN 9783110725582;9783110725544;9783110725667
Material complementario disponibleEl enlace apunta a material asociado, anexos, tablas, datos o página complementaria. No se marca como libro/texto completo.
Material complementario
Gamification of telematics data to enhance operators’ behaviour for improvement of machine productivity in loading cycles
Libro
Libro 2 fuentes relacionadas
Rajabi, Milad · KIT Scientific Publishing · ISBN 9783731513018
Material complementario disponibleEl enlace apunta a material asociado, anexos, tablas, datos o página complementaria. No se marca como libro/texto completo.
Material complementario
Lean Gamification: crea productos exitosos y motiva el deseo de tus clientes
Libro elettronico
Libro elettronico
Feijóo, Jacobo; Hernantes, David · FC Editorial · 2017 · ISBN 9788416671380
¿ Cómo se desarrolla un producto de éxito? ¿Cómo se motiva al cliente para que desee usarlo? Con lean gamification podrás desarrollar apps innovadoras de reconocido éxito internacional como Duolingo, Memrise, Fit...
Idioma Español
Acceso institucional disponibleEl acceso puede requerir institución, suscripción, proxy, VPN o autenticación.
Institucional
Design of Gamification of Flood Early Warning Actions Using the "Cikeas – Cileungsi Overflow" Game in the KP2C Community
Articolo
Articolo
Adi Sucipto et al · Department of Electrical Engineering, Faculty of Engineering, Universitas Khairun · 2023 · ISSN 2354-8924
The role of the early warning system by the KP2C Community in providing information on flood disasters that often occur in the Cileungsi – Cikeas watershed really helps the community in reducing the impact of the unavo...
LCC LCC:Electrical engineering. Electronics. Nuclear engineeringIdioma Inglés
Acceso abiertoRuta libre sin proxy. Acceso recomendado cuando no hay suscripción activa.
Open Access
The Influence of the Gamification-Based OIDECCA Model on Student Achievement Motivation in Science Subjects in Class Vll At SMPN 6 Siak Hulu
Articolo
Articolo
Wahyu Anggrayeni et al · Universitas Trunojoyo Madura · 2025 · ISSN 1829-7935
The purpose of this study is to determine how the gamification-based OIDECCA learning model has an impact on students' motivation to excel in Natural Sciences (IPA) subjects in grade VII at SMP Negeri 6 Siak Hulu, Kampar...
LCC TENDOlNvY2lhbCBTY2llbmNlcw~~Idioma Inglés
Acceso abiertoRuta libre sin proxy. Acceso recomendado cuando no hay suscripción activa.
Open Access
Games and gamification in the classroom
Libro
Libro
Gómez, Silvia Alicia · RI ITBA · 2020
"The power of seduction generated by video games in the new generations makes its use in education promising, which helps to achieve a highly motivated group of students and obtain a more efficient learning. This is how ...
Idioma Inglés
Acceso abiertoRuta libre sin proxy. Acceso recomendado cuando no hay suscripción activa.
Open Access
Chapter 37 A Systematic Literature Review of Game-based Learning and Gamification Research in Asia : The synthesized findings and research gap
Capitolo
Capitolo
So, Hyo- Jeong · Taylor & Francis · ISBN 9781315694382
Acceso abiertoRuta libre sin proxy. Acceso recomendado cuando no hay suscripción activa.
Open Access
Innovación docente y renovación pedagógica en el derecho internacional y relaciones internacionales
Libro elettronico
Libro elettronico
Gutièrrez Castillo, Víctor · Dykinson · 2021 · ISBN 9788413774596
This work aborded teaching innovation with ICT like augmented reality, digital gamification, so on. Teachers from different matters like EFL, Economics, Social Education, and Primary Education improve their teaching proc...
Idioma Español
Acceso institucional disponibleEl acceso puede requerir institución, suscripción, proxy, VPN o autenticación.
Institucional
Teaching in social sciences. Learning centred student with ICTS
Libro elettronico
Libro elettronico
López Meneses, Eloy; Bernal Bravo, César; Burgos Videla, Carmen · Dykinson · 2021 · ISBN 9788413776781
This work aborded teaching innovation with ICT like augmented reality, digital gamification, so on. Teachers from different matters like EFL, Economics, Social Education, and Primary Education improve their teaching proc...
Idioma Inglés
Acceso institucional disponibleEl acceso puede requerir institución, suscripción, proxy, VPN o autenticación.
Institucional
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