28 results
10 - The Nexus of Gaming and NFTs
- from Part III - Capital Markets, Community, and Marketing
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- Book:
- The Cambridge Handbook of Law and Policy for NFTs
- Published online:
- 02 November 2024
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- 17 October 2024, pp 196-214
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Edcraft: Gamified Handicrafts as an Inspiration for Teenagers to Practice Upcycling
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- Journal:
- Australian Journal of Environmental Education , First View
- Published online by Cambridge University Press:
- 01 October 2024, pp. 1-12
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3 - Instructed Second Language Acquisition
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- Book:
- A Practical Guide to Second Language Teaching and Learning
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- 03 May 2024
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- 30 May 2024, pp 47-73
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Towards simulation games in engineering design education – design and evaluation of a SE simulation game
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- Journal:
- Proceedings of the Design Society / Volume 4 / May 2024
- Published online by Cambridge University Press:
- 16 May 2024, pp. 2855-2864
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Gamification as an innovative method in user experience design
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- Journal:
- Proceedings of the Design Society / Volume 4 / May 2024
- Published online by Cambridge University Press:
- 16 May 2024, pp. 285-294
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A stand-alone proximity-based gaming wearable for remote physical activity monitoring
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- Journal:
- Data-Centric Engineering / Volume 5 / 2024
- Published online by Cambridge University Press:
- 11 April 2024, e9
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Chapter 5 - Game-Based Assessment around the Globe
- from Part II - Global Perspectives on Key Methods/Topics
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- Book:
- Technology and Measurement around the Globe
- Published online:
- 08 November 2023
- Print publication:
- 09 November 2023, pp 157-175
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Gamification in radiotherapy education: adopting competitive task elements in simulation using the virtual environment of a radiotherapy treatment room (VERT) system
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- Journal:
- Journal of Radiotherapy in Practice / Volume 22 / 2023
- Published online by Cambridge University Press:
- 13 October 2023, e109
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8 - Behavioural Anomalies in the Demand for Health Care
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- Book:
- Behavioural Incentive Design for Health Policy
- Published online:
- 18 May 2023
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- 01 June 2023, pp 111-124
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Gamification of design thinking: a way to enhance effectiveness of learning
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Training of Medical Students for Mass Casualty Incidents Using Table-Top Gamification
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- Journal:
- Disaster Medicine and Public Health Preparedness / Volume 17 / 2023
- Published online by Cambridge University Press:
- 21 September 2022, e255
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Chapter 19 - Looking Back, Moving Forward
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- Book:
- International Histories of Psychological Assessment
- Published online:
- 28 July 2022
- Print publication:
- 11 August 2022, pp 358-370
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Chapter 7 - Contemporary Changes in Teaching Formats
- from Part II - Changes in Teaching Formats
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- Book:
- Digital Transformation and Disruption of Higher Education
- Published online:
- 09 June 2022
- Print publication:
- 23 June 2022, pp 75-88
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The attention atlas virtual reality platform maps three-dimensional (3D) attention in unilateral spatial neglect patients: a protocol
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- Journal:
- Brain Impairment / Volume 24 / Issue 3 / December 2023
- Published online by Cambridge University Press:
- 30 May 2022, pp. 548-567
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Using gamification to enhance clinical trial start-up activities
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- Journal:
- Journal of Clinical and Translational Science / Volume 6 / Issue 1 / 2022
- Published online by Cambridge University Press:
- 19 May 2022, e75
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14 - Video Games and Learning
- from Part III - Grounding Technology in the Learning Sciences
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- Book:
- The Cambridge Handbook of the Learning Sciences
- Published online:
- 14 March 2022
- Print publication:
- 07 April 2022, pp 281-300
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Sustainability awareness in engineering design through serious gaming
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- Journal:
- Design Science / Volume 8 / 2022
- Published online by Cambridge University Press:
- 18 March 2022, e12
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Gamified crowdsourcing for idiom corpora construction
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- Journal:
- Natural Language Engineering / Volume 29 / Issue 4 / July 2023
- Published online by Cambridge University Press:
- 20 January 2022, pp. 909-941
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Student Motivation in the Latin Classroom
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- Journal:
- Journal of Classics Teaching / Volume 23 / Issue 45 / Spring 2022
- Published online by Cambridge University Press:
- 06 December 2021, pp. 75-78
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GAMIFICATION AND NUDGING TECHNIQUES FOR IMPROVING USER ENGAGEMENT IN MENTAL HEALTH AND WELL-BEING APPS
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- Journal:
- Proceedings of the Design Society / Volume 1 / August 2021
- Published online by Cambridge University Press:
- 27 July 2021, pp. 1647-1656
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