id	author	title	date	pages	extension	mime	words	sentence	flesch	summary	cache	txt
edu-5618	Jantakoon, Thada ; Jantakun, Thiti ; Jantakun, Kitsadaporn 	A scientometrics analysis and systematic review of STEAM education with gamification	2024	15	.pdf	application/pdf	9094	517	31	“Steam education,” “educational resources,” “engineering art,” “science technology,” “technology engineering,” and “learning environment” of STEAM education with gamification have emerged as motor themes. P18 “Digital learning ecosystem involving steam gamification for a vocational innovator” (Kummanee, Nilsook, & Wannapiroon, 2020) - Analysis of digital learning ecosystem involving STEAM gamification - Development and evaluation of digital learning ecosystem involving STEAM gamification - STEAM education approach consists of five steps - Gamification elements motivate students and improve skills - Quality education meeting international standards - Improvement in country's competitiveness - STEAM education approach consists of five steps - Gamification elements motivate students and improve skills P19 “Gamified evaluation in STEAM for higher education: A case study” (Boytchev & Boytcheva, 2020) - Gamified evaluation software for university students - Extending Meiro to support evaluation via 3D models - Gamified evaluation software based on competence profiles - Positive results in student performance and motivation - Introduction of project-based learning (PBL) in university education - Development of gamified evaluation software for STEAM courses - Gamified evaluation software for university students - Positive expectation of students' performance and motivation P20 “A bike-sharing optimization framework combining dynamic rebalancing and user incentives” (Chiariotti, Pielli, Zanella, & Zorzi, 2020) - Combination of rebalancing and incentives improves service quality.	cache/edu-5618.pdf	txt/edu-5618.txt
