نتایج جستجو برای: gamification
تعداد نتایج: 2813 فیلتر نتایج به سال:
Undergraduate information system (IS) and software engineering (SE) students are required to plan and deliver a project in their last year of study. These projects are intended to enhance business processes in firms, but often are not in use later on. One reason that can explain this is the fact the employees in the firm do not want to use the system created by the students, due to various reas...
The gamification of e-portfolios is an educational approach to motivate students to learn by using game elements in online portfolios. The goal is to increase enjoyment and engagement through capturing the interest of learners and encouraging them to continue learning. This preliminary survey is important to better understand the intended users in a Malaysian institution, find out their readine...
In this paper an example for the dynamical model for gamification is considered and simulated. Based on the theories of Game Design Features (GDF cool features, fancy graphics, challenging puzzles, and an intriguing setting and story), Key Characteristics of a Learning Game (KCLG Challenge, Curiosity, Fantasy and Control), a theory of educational environment design model (ARCS attention, releva...
Gamification is the application of game elements and game design techniques in non-game contexts to engage and motivate people to achieve their goals. Motivation is an essential requirement for effective and efficient collaboration, which is particularly challenging when people work distributedly. In this paper, we discuss the topics of collaboration, motivation, and gamification in the context...
Gamification is commonly employed in designing interactive systems to enhance user engagement and motivations, or to trigger behavior change processes. Although some quantitative studies have been recently conducted aiming at measuring the effects of gamification on users’ behaviors and motivations, there is a shortage of qualitative studies able to capture the subjective experiences of users, ...
Gamification aims at applying game design principles and elements, such as points, badges, feedbacks or leader boards in nongaming environments. An interesting goal of gamification is to combine and exploit the fun factor for targeting other aspects like achieving more accurate work, more cost effective solutions and better retention rates. The application of gamification techniques to IR tasks...
This paper presents aspects of the design, development and integration of open educational resources (OERs) on serious games design principles and gamification to foster good practices among faculty members of Higher Educational Institutions and other interested educators. The paper presents the methodology followed for the design and integration of OERs in this topic. The resulting modules are...
The second workshop on Gamification for Information Retrieval took place at ECIR 2015 in Vienna, Austria on the 29th of March. The workshop program included two invited keynote presentations, seven oral presentations of refereed papers, lots of mini discussion sessions and a fishbowl session. The presentations covered diverse topics from playing around with an eye tracker to a game with IR pape...
This paper considers the potential benefits of gamification from the perspective of surgical patients’ quality of care. There is little published data on gamifying the work of healthcare professionals even though the use of serious games in healthcare has been growing. Literature on the quality of care shows that patients are often satisfied with the care they have received. However, research i...
200 The development of multiple applications with features of digital games brings about a new trend called Gamification. Besides, the Technology Acceptance Model (TAM) also represents an important theoretical tool toward understanding the usage of a specific technology, system or service. Since no clear practical explanation that allows the connection of gamification with non-game context, esp...
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