نتایج جستجو برای: gamification

تعداد نتایج: 2813  

Journal: :Journal of continuing education in nursing 2016
Stacey Brull Susan Finlayson

Gamification is being used in the business industry as a way to engage employees into achieving organizational goals, as well as incentivize customers to use their products. More recently, gamification has become a powerful instructional method in K-12 education, as well as top colleges and universities. Health care is still in the early stages of embracing gamification in education; however, s...

2015
Christian Schlagenhaufer Michael Amberg

Gamification evolved to one of the most important trends in technology and therefore gains more and more practical and scientific notice. Yet academia lacks a comprehensive overview of research, even though a review of prior, relevant literature is essential for advancing knowledge in a field. Therefore a novel classification framework for Gamification in Information Systems with the intention ...

Journal: :Educational Technology & Society 2015
Darina Dicheva Christo Dichev Gennady Agre Galia Angelova

While gamification is gaining ground in business, marketing, corporate management, and wellness initiatives, its application in education is still an emerging trend. This article presents a study of the published empirical research on the application of gamification to education. The study is limited to papers that discuss explicitly the effects of using game elements in specific educational co...

Journal: :JCS 2015
Daniel Strmecki Andrija Bernik Danijel Radosevic

Corresponding Author: Daniel Strmečki Faculty of Organization and Informatics, Pavlinska 2, 42000 Varaždin, Croatia Email: [email protected] Abstract: Gamification is the usage of game mechanics, dynamics, aesthetics and game thinking in non-game systems. Its main objective is to increase user’s motivation, experience and engagement. For the same reason, it has started to penetrate in e-lea...

2017
Martin Böckle Jasminko Novak Markus Bick

Adaptive gamification is an emerging and fast-growing research stream, that enhances traditional gamification approaches with user-centered, personalized and adaptive incentive mechanisms, tailored to a specific characteristic of different users and contexts. While game-like elements have been successfully applied to increase end-user engagement, satisfaction and task performance in different d...

Journal: :CoRR 2016
Umar Ruhi

Gamification initiatives are currently top-of-mind for many organizations seeking to engage their employees in creative ways, improve their productivity, and drive positive beha-vioural outcomes in their workforce – ultimately leading to positive business outcomes on the whole. Despite its touted benefits, little empirical research has been done to date to investigate technological and individu...

2017
Isaac Chow LiGuo Huang

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...

Journal: :Computers in Human Behavior 2016
Ming-Shiou Kuo Tsung-Yen Chuang

Gamification, an emerging trend of using game mechanisms or elements in non-game contexts for commercial or educational purposes, has been applied in advertisements, competitions and rewards for many years. Although gamification could easily be applied to various daily activities, challenges arise when digitizing it for use online with educational applications. The purpose of this study is thus...

Journal: :CoRR 2013
Jitendra Maan

Being an emerging business practice, gamification is going to the mainstream to enable and transform social business initiatives across enterprises. With the consistent focus on customer behavior and experience, there is a paradigm shift in thinking about how Gamification and Social initiatives together help to increase the engagement level of knowledge worker, yielding better business results....

Background and Aim: Today, knowledge is essential to the survival and success of any organization. Given that they are the people who create, share and use knowledge, an organization cannot effectively use knowledge unless its employees are willing to share their knowledge and attract knowledge of others. On the other hand, Gamification involves combining the usual mechanisms in the games with ...

نمودار تعداد نتایج جستجو در هر سال

با کلیک روی نمودار نتایج را به سال انتشار فیلتر کنید