نتایج جستجو برای: gamified education

تعداد نتایج: 380059  

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...

Journal: :Computers in Human Behavior 2017
Gabriel Barata Sandra Gama Joaquim A. Jorge Daniel Gonçalves

Gamified learning is a novel concept that according to recent studies, can increase student activity and improve learning outcomes. However, little is known about how different students experience and are engaged by it. We present a long-term study that identified distinct behavioral and performance patterns in participants taking a gamified college course. Our study lasted for three years, dur...

2017
De Liu Radhika Santhanam Jane Webster

Gamification, an emerging idea for using game design elements and principles to make everyday tasks more engaging, is permeating many different types of information systems. Excitement surrounding gamification results from its many potential organizational benefits. However, few research and design guidelines exist regarding gamified information systems. We therefore write this commentary to ca...

2016
Radhika Santhanam Jane Webster

Gamification, an emerging idea for using game-design elements and principles to make everyday tasks more engaging, is permeating many different types of information systems. Excitement surrounding gamification results from its many potential organizational benefits. However, little research and design guidelines exist regarding gamified information systems. We therefore write this commentary to...

2016
Jim Lumsden Elizabeth A Edwards Natalia S Lawrence David Coyle Marcus R Munafò

BACKGROUND Cognitive tasks are typically viewed as effortful, frustrating, and repetitive, which often leads to participant disengagement. This, in turn, may negatively impact data quality and/or reduce intervention effects. However, gamification may provide a possible solution. If game design features can be incorporated into cognitive tasks without undermining their scientific value, then dat...

2016
Alf Inge Wang Meng Zhu

The use of game-based learning in the classroom has become more common in recent years. Many game-based learning tools and platforms are based on a quiz concept where the students can score points if they can choose the correct answer among multiple answers. The article describes an experiment where the game-based student response system Kahoot! was compared to a traditional non-gamified studen...

2015
Johanna Pirker

In particular in STEM education, disciplines, which require students to understand difficult conceptual concepts such as physical phenomena, different learning strategies have evolved to enhance the students’ learning success and engagement. Many of these strategies include interactive activities such as hands-on experiences, game-based learning, or cooperative assignments. It is challenging to...

2012
Swapneel Sheth Jonathan Bell Gail Kaiser

Gamification, or the use of game elements in non-game contexts, has become an increasingly popular approach to increasing end-user engagement in many contexts, including employee productivity, sales, recycling, and education. Our preliminary work has shown that gamification can be used to boost student engagement and learning in basic software testing. We seek to expand our gamified software en...

Journal: تعلیم و تربیت 2021
E. Talaa’ee, Ph.D., H. Dehghaanzaadeh, Ph.D., H. Fardaanesh, Ph.D., J. Haatami, Ph.D.,

One way of making learning English language interesting is through its gamified instruction, especially nowadays that most teachings are done virtually. Doing so, however, requires a valid framework. To construct such a framework a set of 22 peer reviewed papers on language learning and gamified teaching, from among 94 of such papers, was content analyzed and key concepts, and frequently used e...

2013
Anne Bowser

Gamification is a promising mechanism to motivate the contributors to citizen science projects. This paper describes our experience designing Biotracker, a gamified citizen science data collection platform. We also present important challenges facing future designers of gamified citizen science apps. Author

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