نتایج جستجو برای: gamification
تعداد نتایج: 2813 فیلتر نتایج به سال:
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...
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...
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, ...
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.
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...
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...
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...
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...
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...
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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