نتایج جستجو برای: gamification
تعداد نتایج: 2813 فیلتر نتایج به سال:
Over recent years, gamification has been a frequent strategy to increase user engagement. Gamification of systems is usually associated with incorporating mechanisms for attributing points and badges to guide users' behaviors. However, since the dawn of the digital game industry in the 1980's, Malone's work has shown that the desire to play and master a game are important motivations to engage ...
Organisations are constanltly looking for ways to innovate and provide a differentiated client experience. With the explosive adoption of new technologies driven by disrupting factors as social networking, crowd generated content, cloud and mobile a new system of engagement was created, leveraging gamification concepts. Applying game mechanics and design elements to non-gaming contexts brings a...
Although MOOCs are being established as a very popular technology to support learning, they are often criticized for their lack of support to active pedagogies and the high drop-out rates. One approach to face this problem is gamification, due to the promising benefits already shown at small-scale environments. Attending to the current and growing use of game elements in MOOCs, this paper prese...
Dieser Beitrag behandelt Gamification als Ansatz für die Förderung der Akzeptanz und Nutzung von Kollaborationssystemen. Über einen Zeitraum von fünf Monaten wurden die Auswirkungen von Gamification-Elementen auf Projektengruppen an zwei Universitäten untersucht. Für die Datenerhebung wurden Fragebögen, persönliche Interviews und Eventlogs eingesetzt. Die Ergebnisse zeigen, dass Gamification ei...
Background: Compared to traditional persuasive technology and health games, gamification is posited to offer several advantages for motivating behaviour change for health and wellbeing, and increasingly used. Yet little is known about its effectiveness. Aims: We aimed to assess the amount and quality of empirical support for the advantages and effectiveness of gamification applied to health and...
Departamento de Estatística e Informática (DEINFO) Universidade Federal Rural de Pernambuco (UFRPE) Rua Dom Manoel de Medeiros, s/n, Dois Irmãos 52171-900 Recife/PE Brasil [email protected] Abstract. The growing interest for gamification in education is undeniable. However, the pedagogy behind it is overshadowed by promises of seducing students through the appeal of games. Despite the ra...
In “Computer Games for Learning,” Richard E. Mayer presents a strong platform for understanding the current state of research in educational games and gamification. Unlike many books focusing on games or gamification, Mayer rejects any statements on educational games which are not supported by well-constructed research. The focus of this book is on that research and not the topic of games or ga...
Energy wastage in public buildings amounts to an important and not fully addressed cost. The present study is focused on introducing gamification at the workplace, with the overall goal of reducing energy wastage during and past employees’ working hours. In the context of an EU Horizon 2020 project, a gamified app and supporting infrastructure will be deployed to assist and motivate employees o...
Meaningful gamification is the use of gameful and playful layers to help a user find personal connections that motivate engagement with a specific context for long-term change. While reward-based gamification can be useful for short-term goals and situations where the participants have no personal connections or intrinsic motivation to engage in a context, rewards can reduce intrinsic motivatio...
In recent years organizations have recognized the indirect value customers add to a brand through their engagement online in word of mouth, product ideas, and increased interactions with the business and other consumers. This has sparked a focus on methods for increasing this customer value by encouraging brand engagement on social media. One method increasingly used to encourage brand engageme...
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