نتایج جستجو برای: gamified education

تعداد نتایج: 380059  

2013
Gabriel Barata Sandra Gama Joaquim A. Jorge Daniel Gonçalves

Good games are good motivators by nature, as they make players feel rewarded and fulfilled, which pushes them forward to persist and resist frustration. Gamification is a novel technique that uses game elements like points and badges, to motivated and engage users into embracing new behaviors, such as improving one’s health condition, finances or productivity. In this paper, we present an exper...

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...

Journal: :Research and Practice in Technology Enhanced Learning 2022

Gamification studies in the educational domain usually focus on motivating students to increase their learning performance by enhancing motivation. Classifications of behavioural profiles are often used for this (referred as “gamer” or “user types”), which support personalization students’ experiences. These classifications consider these from gamers’ non-gamers’ points view. However, within ed...

پایان نامه :وزارت علوم، تحقیقات و فناوری - دانشگاه پیام نور - دانشگاه پیام نور استان تهران - دانشکده حقوق 1389

abstract the third millennium has started, but the world is facing with serious challenges in achieving international security and peace. various human rights violations have lead the states to find means to protect human rights. also article 55 of the united nations charter introduces the respect to human rights and fundamental freedom as the most suitable ways to realize peace and security. ...

2014
Florin Oprescu Christian Jones Mary Katsikitis

Gamified workplaces could be a positive and innovative solution to addressing contemporary problems in organizations. Such problems include high levels of stress, reduced sense of community, reduced loyalty and rapid changes in the workforce. To better prepare organizations for the future it may be helpful to identify and understand the potential advantages, disadvantages and areas for future r...

2016
Diego Dermeval

Intelligent Tutoring Systems can successfully complement and substitute other instructional models in many contexts. However, it is very common to students to become bored or disengaged using ITS. The inclusion of gamification capabilities (e.g., level, points and so on) in ITS design aims to engage students and to drive desired learning behaviors. Researchers have been noting that teachers are...

Journal: :IJESMA 2016
Johanna Leväsluoto Jouko Heikkilä Joona Tuovinen Kaupo Viitanen

In our paper, we present a gamified role switching method which has been developed to promote dialogue and mutual learning in complex health care organisations. Our research is based on two case studies with 25 interviews and four workshops. Our study indicates that the gamified role switching method inspired and gave means for the participants to enhance systemic understanding of their organiz...

Journal: :E-tech 2022

The Navee Educational Project was developed by the Center for Digital Education (CDI) through a technological and gamified approach. This project is digital educational environment organized utilizing game that aims to broaden, review deepen students’ teaching learning processes in Basic Education. Through theoretical references of education different contemporary methods, provides great pedago...

2014
David Thornton Guillermo Francia

This paper discusses gamification, the application of gaming elements in non-game contexts, with regard to information systems and information security training. The authors have developed gamification tools for use in the classroom as well as several educational games in order to explore the viability of gamified curricula in both high school and college environments. Early results indicate po...

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