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Oliveira, Wilk; Hamari, Juho; Joaquim, Sivaldo; Toda, Armando M.; Palomino, Paula T.; Vassileva, Julita; Isotani, Seiji – Smart Learning Environments, 2022
Gamification refers to the attempt to transform different kinds of systems to be able to better invoke positive experiences such as the flow state. However, the ability of such intervention to invoke flow state is commonly believed to depend on several moderating factors including the user's traits. Currently, there is a dearth of research on the…
Descriptors: Game Based Learning, Learner Engagement, Learning Motivation, Personality Traits
Provorova, Yevheniia M.; Ivakhnenko, Tamara P.; Oliinyk, Natali?a A.; Tamarkina, Olha L.; Atroshchenko, Tetiana O. – European Journal of Educational Research, 2021
The purpose of this study was to identify how the leadership training programme based on the acmeological approach for the Master's students influences the students' emotional stability and how that programme was perceived by graduates. The study used both qualitative and quantitative methods to yield data. The dimensions of emotional stability…
Descriptors: Leadership Qualities, Leadership Training, Program Effectiveness, Game Based Learning