نتایج جستجو برای: Hexad scale player types
تعداد نتایج: 1061158 فیلتر نتایج به سال:
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...
We study how virtual incentive mechanisms (such as leaderboards) help motivate players to extend the game playing time. We have designed a multiplayer strategy game, called OilTrader, which is set in a game-theoretic framework of a Minority Game, to verify the effect of motivation reinforcement on the sustainability of game playing process. We have conducted an experiment with 114 players and e...
An educational gamification is a new approach that has developed hopes to increase the effectiveness of learning. Computer game users are actually players that are categorized according to their personalities and have different learning styles. To achieve maximum performance in designing gamified learning, one can determine the relationship between player types and their learning styles, and th...
We report on the identification of an A.(G.G.G.G).A hexad pairing alignment which involves recognition of the exposed minor groove of opposing guanines within a G.G.G.G tetrad through sheared G.A mismatch formation. This unexpected hexad pairing alignment was identified for the d(G-G-A-G-G-A-G) sequence in 150 mM Na(+) (or K(+)) cation solution where four symmetry-related strands align into a n...
Gamification consists in applying game mechanics non-game contexts aiming at motivating and shaping behaviours. This paper proposes an adaptive approach for gamification, which takes as initial information players profiles – gathered from Hexad player type questionnaire considers also how these change over time based on users interactions. Then, we provide the with a personalised experience thr...
this study aimed at examining the effects of iranian efl learners’ anxiety, ambiguity tolerance, and gender on their preferences for corrective feedback (cf, henceforth). the effects were sought with regard to the necessity, frequency, and timing of cf, types of errors that need to be treated, types of cf, and choice of correctors. seventy-five iranian efl students, twenty-eight males and forty...
Gamification in educational contexts is often used to increase learners’ intrinsic motivation and their self-efficacy beliefs, two constructs which are positively related with each other as well scholastic outcomes. As beliefs conceptualized context-specific, it important consider various users’ needs by adapting the learning environment corresponding gamification player types (GPT). Studies sh...
Gamification in healthcare has shown to increase user motivation and treatment adherence. Personalisation strategies have the potential create sustainable health change motivation. In striving for personalisation, surveys are often used as an easy tool collect information about user. But lengthy tedious demotivating, provoking bad respondent behaviour which results a loss of data quality. Gamif...
نمودار تعداد نتایج جستجو در هر سال
با کلیک روی نمودار نتایج را به سال انتشار فیلتر کنید