Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 2 |
| Since 2007 (last 20 years) | 2 |
Descriptor
| Foreign Countries | 2 |
| Game Based Learning | 2 |
| Student Behavior | 2 |
| Computer Oriented Programs | 1 |
| Data Collection | 1 |
| Educational Technology | 1 |
| Gamification | 1 |
| Geography | 1 |
| Grade 7 | 1 |
| Habit Formation | 1 |
| Handheld Devices | 1 |
| More ▼ | |
Source
| Smart Learning Environments | 2 |
Author
| David Prycl | 1 |
| Erica Hinckson | 1 |
| Hamari, Juho | 1 |
| Isotani, Seiji | 1 |
| Jitka Nabelkova | 1 |
| Josef Heidler | 1 |
| Josef Mitas | 1 |
| Karel Frömel | 1 |
| Manuel Herrador-Colmenero | 1 |
| Michal Vorlicek | 1 |
| Oliveira, Wilk | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 2 |
| Reports - Research | 2 |
Education Level
| Elementary Education | 1 |
| Grade 7 | 1 |
| Higher Education | 1 |
| Junior High Schools | 1 |
| Middle Schools | 1 |
| Postsecondary Education | 1 |
| Secondary Education | 1 |
Audience
Location
| Czech Republic | 2 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Oliveira, Wilk; Tenório, Kamilla; Hamari, Juho; Pastushenko, Olena; Isotani, Seiji – Smart Learning Environments, 2021
The flow experience (i.e., challenge-skill balance, action-awareness merging, clear goals, unambiguous feedback, concentration, sense of control, loss of self-consciousness, transformation of time, and "autotelic" experience) is an experience highly related to the learning experience. One of the current challenges is to identify whether…
Descriptors: Prediction, Psychological Patterns, Learning Processes, Student Behavior
Michal Vorlicek; David Prycl; Josef Heidler; Manuel Herrador-Colmenero; Jitka Nabelkova; Josef Mitas; Erica Hinckson; Sandra Mandic; Karel Frömel – Smart Learning Environments, 2024
This study addresses the issue of insufficient physical activity (PA) among youths. The emergence of gamified interventions, such as Gamifiter web portal, offers a novel approach to promoting healthy habits and increasing intrinsic motivation for PA. Gamifiter engages users in virtual challenges linked to daily step counts and progress on a…
Descriptors: Parents, Middle School Students, Grade 7, Foreign Countries

Peer reviewed
Direct link
