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Gamification
Application of game mechanics to non-game contexts to engage audiences and to inject some entertainment into mundane activities besides generating motivational and cognitive benefits.
推出的年份: 2022
树号:
I02.487, L01.224.900.340
MeSH 单一 ID:
D000090208
All MeSH Categories
Anthropology, Education, Sociology, and Social Phenomena
education [I02]
Curriculum [I02.158]
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Education, Distance [I02.195]
Education, Nonprofessional [I02.233]
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Education, Predental [I02.275]
Education, Premedical [I02.316]
Education, Professional [I02.358]
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Educational Measurement [I02.399]
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Gamification [I02.487]
Inservice Training [I02.574]
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Interdisciplinary Placement [I02.578]
International Educational Exchange [I02.581]
Mentoring [I02.358.859]
Needs Assessment [I02.594]
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Return to School [I02.689]
Schools [I02.783]
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Teaching [I02.903]
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All MeSH Categories
Information Science Category
Information Science [L01]
Computing Methodologies [L01.224]
Software [L01.224.900]
Database Management Systems [L01.224.900.280]
Gamification [L01.224.900.340]
Grateful Med [L01.224.900.400]
Hypermedia [L01.224.900.590]
Mobile Applications [L01.224.900.685]
Programming Languages [L01.224.900.780]
Software Design [L01.224.900.820]
Software Validation [L01.224.900.868]
Speech Recognition Software [L01.224.900.889]
User-Centered Design [L01.224.900.900]
User-Computer Interface [L01.224.900.910]
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Video Games [L01.224.900.930]
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Web Browser [L01.224.900.940]
Word Processing [L01.224.900.950]
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