نتایج جستجو برای: gamification

تعداد نتایج: 2813  

2016
Holly Tootell Alison Freeman

Many educators and technology developers advocate the use of gamification in educational environments. However, it is important to evaluate the applicability and value of gaming elements to the environments in which they are being implemented. Early Childhood Education (ECE) presents a unique educational context framed by national curricula and philosophical approaches that influence the adopti...

Journal: :Computers in Human Behavior 2013
Jorge Simões Rebeca P. Díaz Redondo Ana Fernández Vilas

As video games, particularly, social games are growing in popularity and number of users, there has been an increasing interest in its potential as innovative teaching tools. Gamification is a new concept intending to use elements from video games in non-game applications. Education is an area with high potential for application of this concept since it seeks to promote people’s motivation and ...

2016
Holly Tootell Alison Freeman

Many educators and technology developers advocate the use of gamification in educational environments. However, it is important to evaluate the applicability and value of gaming elements to the environments in which they are being implemented. Early Childhood Education (ECE) presents a unique educational context framed by national curricula and philosophical approaches that influence the adopti...

2018
Naomi Unkelos-Shpigel Irit Hadar

Requirement Engineering (RE) research has evolved in the last decades, addressing new challenges emerging from advanced software development methodologies, and from extending the user population to special groups of users. Although more and more products are developed for special needs user groups, only few research works address the unique challenges of eliciting requirements for users with wh...

2017
Patrick Julian Hoeflinger

This paper reveals dominant patterns of gamification in proprietary innovation and develops a technical framework. In recent years, a rash increase in securitizing gamification-related inventions has taken place. By analyzing the content of 134 unique patents from USPTO and EPO with an in-depth raw data text analysis, the technical background is explored holistically. To discover meaningful pat...

2016
Verena Berger Ulf Schrader Marc A. Rosen

The food choices consumers make have considerable consequences for the environment. In the Western world, about one-third of all negative environmental impact is directly related to food consumption. Although many consumers are concerned about environmental issues, this frequently has little effect on actual nutritional behavior and new approaches are needed to convert good intentions into acti...

Journal: :Int. J. Serious Games 2014
Jon Arambarri Basanez Isabel de la Torre Díez Miguel López Coronado Itziar Alvarez

Gamification can provide new perspectives to help training people with Alzheimer and their caregivers. In this paper is shown the technical and social feasibility of launching on the market a serious game for training of Alzheimer`s caregivers. A use case in the north of Spain has been selected. Before that, a state of art of serious games in the field of dementia has been done. The study showe...

2015
Christian Karl Grund

Games and game elements are increasingly used by organizations to facilitate learning and motivation, often without a clear understanding how they actually achieve these effects. This may lead to the insufficient design and use of serious games as well as gamified applications. Since the development of such applications is usually expensive, high costs and few realized benefits might result. In...

2015
Karen Robson Kirk Plangger Jan H. Kietzmann Ian McCarthy Leyland Pitt

نمودار تعداد نتایج جستجو در هر سال

با کلیک روی نمودار نتایج را به سال انتشار فیلتر کنید