نتایج جستجو برای: gamification
تعداد نتایج: 2813 فیلتر نتایج به سال:
Massive open online courses (MOOCs) have developed rapidly and become tremendously popular because of their plentiful gamification designs, such as reputation points, rewards, and goal setting. Although previous studies have mentioned a broad range of gamification designs that might influence MOOC learner engagement, most gamified MOOCs fail to meet learning objectives because of a lack of rese...
The term “Gamification” is an emerging paradigm that aims to employ game mechanics and game thinking to change behavior. Gamification offers several effective ways to motivate users into action such as challenges, levels and rewards. However, an open research problem is discovering the set of gamification features that consistently result in a higher probability of success for a given task, gam...
This paper discusses the potential benefits of using gamification techniques to increase student engagement with library resources. It outlines the link between student use of library resources and academic achievement, and suggests that gamification has to potential to increase usage of resources, which may also increase academic achievement. Some early findings from an implementation of a gam...
Besides game-based learning, gamification is an upcoming trend in education, studied in various empirical studies and found in many major learning management systems. Employing a newly developed qualitative instrument for assessing gamification in a system, we studied five popular LMS for their specific implementations. The instrument enabled experts to extract affordances for gamification in t...
Gamification has been used in many different ways to motivate individuals to wholly participate in some activity. One such venue has been in the gamification of learning to promote student interest. In this paper, we describe our efforts to investigate which aspects of gamification students find the most motivating. We present our gamification platform, GamerCard, which was used for four semest...
Gamification is the concept of applying game elements in non-game context platforms to motivate people to participate in planned activities to achieve goals. Gamification has been applied to academic fields including software engineering (SE) in recent years. Many gamification implementations in SE have been ad hoc and lacked standardized guidelines. This paper introduces a new concept of build...
This paper examines how gamification affects user intention to use mobile healthcare applications (mHealth) and how the effect of gamification works differently according to health status, age, and gender. We use data from a mobile survey conducted by a Korean representative survey agency. We estimate the effect of gamification on user intention to use mobile healthcare applications based on a ...
This study examines how gamification mechanics could be used in online retailers' loyalty programs. In other words, this article attempts to create a conceptual model for the relationship between gamification mechanics and customer loyalty elements. We used a field study to conduct our research. In order to validate the survey, 450 customers from one of the greatest online stores in Iran were q...
Under the assumptions that (i) gamification consists of various types of users that experience game design elements differently; and (ii) gamification is deployed in order to achieve some goal in the broadest sense, we pose the gamification problem as that of assigning each user a game design element that maximizes their expected contribution in order to achieve that goal. We show that this pro...
Meaningful gamification is the use of game design elements to help users find meaning in a nongame context. Rather than focus on external rewards and a scoring system, meaningful gamification focuses on play to engage participants in a ludic learning space. In this article, concepts of transformative play and learning are combined with principles behind science museums and participatory exhibit...
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