نتایج جستجو برای: gamification

تعداد نتایج: 2813  

2016
Tae Matsumoto T. Matsumoto

The number of university students’ dropouts is increasing rapidly these days in Japan. One of the possible causes is some kinds of problems relating to economic reasons. The other reason, there is a marked decline in the students’ scholastic performance. They are not able to keep up with class work at school. Our recent studies have focused on e-Learning support methods using the Gamification. ...

2017
Sami Hyrynsalmi Kai Kimppa Jani Koskinen Jouni Smed Sonja Hyrynsalmi

Data-driven gamification refers to the use of data collection and data science methods together with gamification practices in order to improve the selected aspects of a service or a product. As new innovations cause new ethical questions, this study surveys possible ethical problems of data-driven gamification. Precisely, we focus on the ethical question of using data collected from a user to ...

2014
Michael Meder Till Plumbaum Frank Hopfgartner

One of the core ideas of gamification in an enterprise setting is to engage employees, i.e., to motivate them to fulfil boring, but necessary tasks. In this demo paper, we present a gamified enterprise bookmarking system which incorporates points, badges and a leaderboard. Preliminary studies indicate that these gamification methods result in an increased user engagement.

2012
Scott Nicholson

Gamification is the "use of game design elements in non-game contexts" (Deterding et al, 2011, p.1). A frequently used model for gamification is to equate an activity in the non-game context with points and have external rewards for reaching specified point thresholds. One significant problem with this model of gamification is that it can reduce the internal motivation that the user has for the...

Journal: :CoRR 2018
Matthieu Foucault Xavier Blanc Margaret-Anne Storey Jean-Rémy Falleri Cédric Teyton

Context: Technical debt management is challenging for software engineers due to poor tool support and a lack of knowledge on how to prioritize technical debt repayment and prevention activities. Furthermore, when there is a large backlog of debt, developers often lack the motivation to address it. Objective: In this paper, we describe a design study to investigate how gamification can support T...

2017
Jemma Looyestyn Jocelyn Kernot Kobie Boshoff Jillian Ryan Sarah Edney Carol Maher

BACKGROUND Engagement in online programs is difficult to maintain. Gamification is the recent trend that offers to increase engagement through the inclusion of game-like features like points and badges, in non-game contexts. This review will answer the following question, 'Are gamification strategies effective in increasing engagement in online programs?' METHOD Eight databases (Web of Scienc...

Journal: :IJGBL 2017
Katie Seaborn Deborah I. Fels Robert Bajko Jaigris Hodson

Gamification, or the use of game elements in non-game contexts, has become a popular and increasinglyacceptedmethodofengaginglearnersineducationalsettings.However,therehavebeen fewcomparisonsofdifferentkindsofcoursesandstudents,particularlyintermsofdisciplineand content.Additionally,littleworkhasreportedoncourseinstructor/designerperspectives....

2014
Geiser Chalco Challco Dilvan A. Moreira Riichiro Mizoguchi Seiji Isotani

The design of collaborative learning (CL) scenarios that increase both students’ learning and motivation is a challenge that the CSCL community has been addressing in the past few years. On one hand, CSCL design (i.e. scripts) has been shown to be effective to support meaningful interactions and better learning. On the other hand, scripted collaboration often does not motivate students to parti...

2016
Eun-Young Jung Sung-Jong Eun Taeg-Keun Whangbo Dong Kyun Park

In this paper, we developed the serious game for elderly health as part of the healthcare service model. In order to increase the motivation of serious game as a gamification model, we composed BCI component and game component that induce the movement. So through the developed serious game, we can examine the possibility of the elderly health and looking to expand the variety of content. Keywor...

2016
Gustavo Fortes Tondello Lennart E. Nacke

This paper presents a critical design fiction in the format of an envisioned plausible future scenario for gamification research and practice in the next years. We envision a possible path that gamification research can take that would lead it to effectively being able to help develop human potential, increase wellbeing, and contribute to conscious evolution in the future. Our goal is to promot...

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