Combining virtual reality with asymmetric collaborative learning: a case study in chemistry education

F De Lorenzis, A Visconti, S Restivo, F Mazzini… - Smart Learning …, 2024 - Springer
The use of Virtual Reality (VR) in education is getting more and more common, especially
when hands-on learning experiences have to be delivered. With VR it becomes possible …

Supporting Employee Engagement and Knowledge Transfer via Gamification in the Context of Sheltered Workplaces: A Literature Review and Interview Study

F Loch, E Federspiel - International Conference on Human-Computer …, 2024 - Springer
Gamification describes the use of game design elements in non-game contexts. It is used in
various domains to motivate users to exhibit a desired behavior. Gamification is applied in …

[图书][B] Gamification and Industry 4.0: Gamified Smart Manufacturing

L Konzack - 2024 - books.google.com
Gamification and Industry 4.0 are two concepts that each in their own right have sparked
attention. Gamification as a way to use game elements in non-game activities, and Industry …

Revisión sistemática de la literatura sobre gamificación en entornos de producción

ÁRR Arenas, RMC Croda, AFM Pérez… - … : Diálogos en la Sociedad … - revistas.unam.mx
Objetivo: realizar una revisión sistemática de la literatura sobre las líneas de investigación
existentes, así como identificar las limitaciones de estudio y principales contribuciones que …

[PDF][PDF] ГЕЙМИФИКАЦИЯ КАК ИНСТРУМЕНТ ПОВЫШЕНИЯ ПРОИЗВОДИТЕЛЬНОСТИ ТРУДА В ОРГАНИЗАЦИЯХ АГРОПРОМЫШЛЕННОЙ СФЕРЫ

АА АНДРЕЕНКО - БЕЛОРУССКОЙ ГОСУДАРСТВЕННОЙ … - baa.by
Изобретение интернета и использование сетевых технологий вызвало новый виток в
развитии деловых игр, в частности геймификации. Данные новации позволят в сфере …