نتایج جستجو برای: gamified education
تعداد نتایج: 380059 فیلتر نتایج به سال:
Nowadays, we talk about the use of gamification in education, an active methodology that consists mechanics, design or game structures class. With this type methodology, effort is rewarded, which treated as a motivating tool There no valid well-structured instrument to measure properly education. This research arises from need develop and validate experience on educational contexts (EGAMEDU) us...
This paper reports data about the learning performance of students using four different motivational tools: an educational game, a gamified plugin, a social networking website and a gamified social networking website. It also reports a control group. The data pertain to 379 students of an undergraduate course that covers basic Information and Communication Technology (ICT) skills in Spain. Data...
Gamified lecture courses are defined as lecture courses formatted as games, for the purposes of this research. This paper presents an example of a traditional instructionbased lecture course that was redesigned using a game-like design. First, confrontations specific to gaming situations were considered, to derive goals for students in a classroom. Students fought using a game system in these e...
This paper proposes model for introducing personalized game-design elements in a gamification system. The model is based on user-centred design, human values theory, and gamification design framework. The proposed model promotes the idea of a baseline game component that is meant to acquire online, real-time data about the cognitive and emotional state of the individual, and based on the collec...
During recent years, the practice of adding game design to non-game services has gained a relatively large amount of attention. Popular discussion connects gamification to increased user engagement, service profitability, goal commitment and the overall betterment of various behavioral outcomes. However, there is still an absence of a coherent and ample body of empirical evidence that would con...
Classic ways of gathering data on human behaviour are time-consuming, costly, and are subject to limited participant pools. Gamification provides a motivation to participate, but also requires the development of specialized, research-question specific games that can be costly to produce. Our solution leverages the popular Freemium model of play to motivate voluntary participation by rewarding p...
Gamification is presented as an innovative strategy to traditional teaching in higher education. In this sense, the aim of study review scientific literature order analyse implementation gamification The impact gamified on learning university students was identified through analysis eighteen articles published four databases (Web Science, Scopus, Google Scholar, and Dialnet). It evident that a ...
Gamification refers to the use of gaming elements to enhance user experience and engagement in non-gaming systems. In this paper we report the design and implementation of two higher education courses in which ludic elements were used to enhance the quality of the learning experience. A game can be regarded as a system of organised gameplay activities, and a course can be regarded as a system o...
This work presents an ontological model for the formal systematiza‐ tion and representation of knowledge that describes concepts from gamification and its use as Persuasive Technology (PT) in Collaborative Learning (CL) scenarios. This model enables the creation of intelligent systems that can person‐ alize and apply the gamification techniques in group learning contexts in which the scripted c...
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