نتایج جستجو برای: gamification
تعداد نتایج: 2813 فیلتر نتایج به سال:
Gamification is defined as the use of game design elements in non-gaming contexts. It is been getting a lot of attention in recent years. However, the amount of research undertaken on gamification is limited. One of the problems it faces is sustainability. Designers might overlook the elements that increase sustainability due to lack of a standard framework that contains the essential component...
This study aims to develop a conceptual framework for gamification that can be used in university classrooms. To this end, an exploratory research was conducted about the concept of gamification, its main elements and the advantages and disadvantages of using it, focusing on the university environment. From this research, an early version of the conceptual framework for gamification of classroo...
Ubiquitous games and gamification have recently become a widely applied approach for promoting well-being and improving health behaviours such as a physically active lifestyle. In this Special Issue of the Journal ICST Transactions on Ambient Systems, we collected a selection of high-quality papers presented at the workshop on “Ubiquitous games and gamification for promoting behaviour change an...
Gamification is defined as “the use of game elements and techniques in non-game contexts”. In fact, this definition is the most comprehensive one presented so far. This concept emerged first in 2002 but it has been prolonged for 8 years to attract individuals’ attention. Gamification has been applied in various disciplines according to their different needs. In fact, gamification tries to prese...
Gamification is broadly defined as the application of gaming mechanics in nongame contexts (Deterding, Dixon, Khaled, & Nacke, 2013). Although the term first appeared in 2008, it did not receive wide recognition until late 2010 (Deterding et al., 2013; Kapp, 2014) when it first appeared on Google trends (Google, 2014). Just one year later, Gartner predicted that over 70% of Global 2000 organiza...
Gamification is the use of game design elements to enhance the teaching-learning process; with gamification it is possible to make a routine nongame activity such into a game that is engaging and fun. Also serious games are proposed as a more efficient and enjoyable way to carry out cognitive assessment, the serious games combine a serious intention with game's rules and targets. This paper pre...
The use of digital games and gamification has demonstrated potential to improve many aspects of how businesses provide training to staff, and communicate with consumers. However, there is still a need for better understanding of how the adoption of games and gasification would influence the process of decision-making in organisations across different industry. This article provides a structured...
Introduction This workshop discusses three distinct but related topics. The first topic is citizen science which involves volunteers all around the world generating data to address scientific problems and recently led to breakthroughs in the natural sciences. Citizen science typically involves volunteers playing online games while unknowingly solving real scientific problems. This approach can ...
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