نتایج جستجو برای: gamification

تعداد نتایج: 2813  

2016
Nicolas Pflanzl

Gamification is a recent trend concerned with the use of game design elements in nongame applications. This PhD research proposal discusses the use of gamification for business process modeling in participative BPM scenarios. To that extent, a modeling tool allowing users to earn points and badges and compare themselves with others on a leaderboard is described. A discussion of initial, mixed r...

Journal: :Interactive Learning Environments 2016
Patrick Buckley Elaine Doyle

ISSN: 1049-4820 (Print) 1744-5191 (Online) Journal homepage: http://www.tandfonline.com/loi/nile20 Gamification and student motivation Patrick Buckley & Elaine Doyle To cite this article: Patrick Buckley & Elaine Doyle (2016) Gamification and student motivation, Interactive Learning Environments, 24:6, 1162-1175, DOI: 10.1080/10494820.2014.964263 To link to this article: https://doi.org/10.1080...

2016
Lei Shi Alexandra I. Cristea

This study uses gamification as the carrier of understanding the motivational benefits of applying the Self-Determination Theory (SDT) in social adaptive e-learning, by proposing motivational gamification strategies rooted in SDT, as well as developing and testing these strategies. Results show high perceived motivation amongst the students, and identify a high usability of the implementation, ...

2016
Seamus F. Forde

Current empirical research on gamification has mainly focused on individual’s performance and motivation. However, there are a number of social and ethical aspects, which should be considered in future research. The workshop “Fictional Game Elements: Critical Perspectives on Gamification Design” would give us the possibility to outline possible side-effects of these social and cultural aspects.

2015
Martine Herpers

New educational methods require new competences from university teachers. In a non-technical seminar with included SE aspects for bachelor computer science student’s self-determined learning and gamification could improve student’s engagement significantly. Both methods seem to be a good candidates for technical courses in software engineering, too. The article highlights the new role and compe...

2013
Christopher Cheong Justin Filippou France Cheong

As a precursor to the development of a gamified system to improve learning outcomes, we investigate the perception of important stakeholders, namely learners, on gamification in learning. However, as gamification is a relatively new approach/term, we neither assume that learners are knowledgeable about it nor do we attempt to explain the term in detail to them. Instead, we focus on common eleme...

2014
David Thornton Guillermo Francia

This paper discusses gamification, the application of gaming elements in non-game contexts, with regard to information systems and information security training. The authors have developed gamification tools for use in the classroom as well as several educational games in order to explore the viability of gamified curricula in both high school and college environments. Early results indicate po...

2015
Baptiste Monterrat Michel C. Desmarais Élise Lavoué Sébastien George

Many learning environments are swiftly abandoned by the learners, even if they are effective. Gamification is as a recent game-based learning approach that can enhance the learners’ motivation. However, individual expectations and preferences towards game-like features may be very different from one person to another. This paper presents a model to adapt gamification features according to a pla...

2017
Robin De Croon Davina Wildemeersch Joris Wille Katrien Verbert Vero Vanden Abeele

In this position paper, we propose a focus group protocol based on an anthropomorphism approach that can be used with both patients and caregivers to select suitable gamification mechanics in an eHealth or well-being context. In our current project, where we will apply this protocol, we are investigating whether the combination of gamification and context-aware recommender techniques can increa...

2017
Sami Hyrynsalmi Jouni Smed Kai K. Kimppa Nick Pelling

There are always two sides to every story. This statement is true also for the most recent hype term gamification – i.e., bringing game design elements into non-game contexts – that has been used to improve users’ motivation and performance in various domains. Previous studies on gamification have mainly taken a positive approach towards the phenomenon and its implications. To depart from the e...

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