نتایج جستجو برای: gamification

تعداد نتایج: 2813  

2017
Robert Sekuler Yile Sun Timothy Hickey

Aim: We present a case study of gamifying research on multisensory (audiovisual) interaction. The advantages and drawbacks of game-based platforms are explored by examining four variants of the same basic experimental protocol. Method: We implemented and compared four platforms that assessed interactions between auditory and visual processing systems. Two of the variants had been developed in p...

Journal: :IJGCMS 2012
John W. Rice

Leadership & Management Strategy Sales & Marketing Finance Human Resources IT, Production & Logistics Career & Self-Development Small Business Economics & Politics Industries Global Business Concepts & Trends • A game is a system of “abstracted reality” that guides its players by using “rules, interactivity and feedback.” • “Gamification” is the application of game-based dynamics to an educatio...

Journal: :IJTHI 2015
Amon Rapp

Gamification is commonly employed in designing interactive systems to enhance user engagement and motivations, or to trigger behavior change processes. Although some quantitative studies have been recently conducted aiming at measuring the effects of gamification on users’ behaviors and motivations, there is a shortage of qualitative studies able to capture the subjective experiences of users, ...

2014
Lie Ming Tang Judy Kay

The ability to self regulate is a key skill in learning. This is especially relevant for open learning environments such as MOOCs. Metacognitive sca↵olding refers to computer based support is used to teach and engage users in metacognition and self regulated learning. These techniques have been found very useful in supporting students in e-learning environments. Studies in game based learning s...

2015
Ayoung Suh

Gamification, whereby users are engaged in pre-assigned activities induced by game elements, is gaining interest among researchers and practitioners. While it has been touted that enterprise gamified information systems (ISs) can successfully tempt users, ensuring sustainable user engagement has been identified as a major challenge for organizations that have adopted the gamification ideas. Des...

2017

In this paper is described a foreign language learning application using mobile augmented reality based on gamification method and text recognition. The mobile augmented reality is a technology that extends the real world elements with 2D or 3D computer generated objects and lets the users interact with them. A Gamification system is based on different mechanisms that increase the motivation of...

2016
Falk Lieder Tom Griffiths

Game elements like points and levels are a popular tool to nudge and engage students and customers. Yet, no theory can tell us which incentive structures work and how to design them. Here we connect the practice of gamification to the theory of reward shaping in reinforcement learning. We leverage this connection to develop a method for designing effective incentive structures and delineating w...

2016
Holly Tootell Alison Freeman

Many educators and technology developers advocate the use of gamification in educational environments. However, it is important to evaluate the applicability and value of gaming elements to the environments in which they are being implemented. Early Childhood Education (ECE) presents a unique educational context framed by national curricula and philosophical approaches that influence the adopti...

2013
Juho Hamari Jonna Koivisto

This paper investigates how social factors predict attitude towards gamification and intention to continue using gamified services, as well as intention to recommend gamified services to others. The paper employs structural equation modelling for analyses of data (n=107) gathered through a survey that was conducted among users of one of the world’s largest gamification applications for physical...

2017
Yvain Tisserand Nadia Magnenat-Thalmann Luis Unzueta María Teresa Linaza Amin Ahmadi Noel E. O'Connor Nikolaos Zioulis Dimitrios Zarpalas Petros Daras

This chapter reviews an example of preservation and gamification scenario applied to traditional sports. In the first section we describe a preservation technique to capture intangible content. It includes character modelling, motion recording and animation processing. The second section is focused on the gamification aspect. It describes an interactive scenario integrated in a platform that in...

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