نتایج جستجو برای: gamification
تعداد نتایج: 2813 فیلتر نتایج به سال:
This paper presents an initial multi-vocal literature review that extracts ideas for gamification of software testing. We surveyed the type of testing, system under test, role of individuals, gamification elements, challenges and drawbacks, support constructs and tools, and empirical evidence from academic sources and grey literature. Ideas were given to both automated unittesting, and end-user...
BACKGROUND Self-management of chronic illnesses is an ongoing issue in health care research. Gamification is a concept that arose in the field of computer science and has been borrowed by many other disciplines. It is perceived by many that gamification can improve the self-management experience of people with chronic illnesses. This paper discusses the validation of a framework (called The Whe...
There has recently been growing interest in the area of gamification, the application of game elements to non-game contexts. This concept has been put to use in several different fields, one such field being education. What is good about game-informed learning is that when conditions are satisfied, learners can enhance their intrinsic motivation towards goal achievement. For the purpose of the ...
Gamification is a diverse application of game elements implemented by firms in various circumstances to motivate customers for frequent and loyal patronage. Due to the advancement of information and telecommunication technologies, more dynamic and interactive gamified experiences have been developed as strategies to retain customers and encourage repeat purchasing. As the increasing application...
The use of Computer-Support Collaborative Learning (CSCL) scripts is an effective approach to support meaningful interactions and better learning. Unfortunately, in some situations, scripted collaboration decreases the motivation and engagement of students, which makes more difficult to use it over time. To deal with this problem, we propose to apply gamification as Persuasive Technology (PT) t...
The purpose of this paper is to evaluate the effectiveness of gamification in requirements engineering in order to improve stakeholder engagement. We developed an online digital platform for scenariobased RE supported with gamification. Derived from an in-depth literature study, we selected user stories complemented with scenarios from behavior-driven development (BDD) as a method to express st...
BACKGROUND Adherence to effective Web-based interventions for common mental disorders (CMDs) and well-being remains a critical issue, with clear potential to increase effectiveness. Continued identification and examination of "active" technological components within Web-based interventions has been called for. Gamification is the use of game design elements and features in nongame contexts. Hea...
Gamification is the application of game-like techniques to non-game environments in order to increase motivation, engagement and learning (Kapp, 2012). At its simplest form, gamification is a systematic instructional development process (Farber, 2015), which incorporates elements such as points, leaderboards and/or badges and who’s primary purpose is to change behavior and develop skills (Burke...
In recent years, ''gamification'' has been proposed as a solution for engaging people in individually and socially sustainable behaviors, such as exercise, sustainable consumption, and education. This paper studies demographic differences in perceived benefits from gamification in the context of exercise. On the basis of data gathered via an online survey (N = 195) from an exercise gamification...
The recent booming popularity of gamification has incited researchers to investigate the effectiveness of this technique. However, by identifying different possible implications for both user and context, this paper wants to move beyond effectiveness and to elaborate on different ethical ramifications of the use of gamification. The paper concludes with formulating some guidelines for future re...
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