نتایج جستجو برای: gamification

تعداد نتایج: 2813  

2013
Kai Erenli

Many students play (computer) games in their leisure time, thus acquiring skills which can easily be utilized when it comes to teaching more sophisticated knowledge. Nevertheless many educators today are wasting this opportunity. Some have evaluated gaming scenarios and methods for teaching students and have created the term “gamification”. This paper describes the history of this new term and ...

2017
Sofia Schöbel Andreas Janson Sissy-Josefina Ernst Jan Marco Leimeister

Countless possibilities of usage make it more and more difficult to engage and motivate users in a regular use of mobile learning applications. However, users must be convinced to complete and explore every given option within the application. Considering this, gamification seems to be a promising approach to engage and motivate users. Gamification refers to the use of game-like elements in a n...

Journal: :Business & Information Systems Engineering 2013
Ivo Blohm Jan Marco Leimeister

2015
Simon Scheider Martin Raubal

Introduction The effectiveness of gamification relies on feedback loops which influence user behavior. Such feedback loops involve (1) measuring behavior, (2) relating it to other behaviors or norms (relevance), (3) “illuminating the path ahead” (consequence) and (4) action [2]. Scores, i.e., quantitative evaluations of behavior in a game, play an essential role in the second stage of this loop...

2017
Darius Ašeriškis Robertas Damaševičius

Gamification at is current state lacks methods for fast iteration and evaluation of game mechanics and game elements. Using UAREI modelling method to simulate gamified system and evaluate its effects users based on player types. In the experiment a simulated market of agents is used randomized motivation and behavior accounting. User behavior is expressed using mathematical formula and adjusted...

2016
Sophie Jent Monique Janneck

Es wurde untersucht, welchen Einfluss Genderund Altersaspekte beim Einsatz von Gamification auf die Motivation von Soloselbstständigen und Beschäftigen mit individualisierten Arbeitsformen haben können. Dazu wurde eine Online-Befragung mit 300 Personen durchgeführt, in der Gamificationelemente bewertet werden sollten. Die Ergebnisse zeigen, dass die Motivation durch Gamification bei Männern im ...

2017
Ton Spil Ali Sunyaev Scott Thiebes Rolf Van Baalen

Wearables are a novel device category that promotes healthy lifestyles, providing consumers with unforeseen health monitoring capabilities. Gamification, on the other hand, is an intriguing phenomenon that seeks to motivate people by applying game design elements to non-gaming contexts like healthcare. While increasing literature is available on wearables in healthcare and gamification in healt...

2011
Sebastian Deterding Hans Bredow Lennart E. Nacke

This paper proposes a working definition of the term gamification as the use of game design elements in non-game contexts. This definition is related to similar concepts such as serious games, serious gaming, playful interaction, and game-based technologies. Origins Gamification as a term originated in the digital media industry. The first documented uses dates back to 2008, but gamification on...

Journal: :Games for health journal 2016
Marcus Dithmer Jack Ord Rasmussen Erik Grönvall Helle Spindler John Hansen Gitte Nielsen Stine Bæk Sørensen Birthe Dinesen

OBJECTIVE The aim of this article is to describe the development and testing of a prototype application ("The Heart Game") using gamification principles to assist heart patients in their telerehabilitation process in the Teledialog project. MATERIALS AND METHODS A prototype game was developed via user-driven innovation and tested on 10 patients 48-89 years of age and their relatives for a per...

Journal: :Research in Computing Science 2017
Hugo Gonzalez Rafael Llamas Francisco Ordaz

A shortage in Cybersecurity professionals is happening. Universities that offer IT related courses had implemented at least one class related with information security or cybersecurity, we believe that the training and experience gained by students during the term could be improved by using gamification. Gamification was defined as the use of game design elements in non-game contexts, in this c...

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