نتایج جستجو برای: gamified education

تعداد نتایج: 380059  

2017
Carolin Ebermann Benjamin Brauer Alfred Benedikt Brendel Lutz Kolbe

Game-based IS features are popular means to change behavior. While existing studies indicate a successful impact of gamified IS features, others show opposite effects. However, there are no studies that have investigated the underlying motivational processes of single gamified IS features and the additional possible support of subliminally primed IS features for the desired goal attainment. To ...

Journal: :Addictive behaviors 2017
Sarah C Boyle Andrew M Earle Joseph W LaBrie Daniel J Smith

Gamified interventions exploit the motivational characteristics of a game in order to provide prevention information and promote behavior change. Despite the modest effect sizes observed in increasingly popular web-based personalized normative feedback (PNF) alcohol interventions for college students, previous research has yet to consider how gamification might be used to enhance efficacy. This...

2016
Philipp Lombriser Fabiano Dalpiaz Garm Lucassen Sjaak Brinkkemper

[Context & Motivation] Engaging stakeholders in requirements engineering (RE) influences the quality of the requirements and ultimately of the system to-be. Unfortunately, stakeholder engagement is often insufficient, leading to too few, low-quality requirements. [Question/problem] We aim to evaluate the effectiveness of gamification to improve stakeholder engagement and ultimately performance ...

Journal: :Journal of Destination Marketing and Management 2022

This study seeks to contribute the literature dealing with formation of customer-based destination brand equity (CBDBE) using an environmental interpretation strategy. It aims establish whether (i) participation in experience a gamified design may exert greater effect on CBDBE than non-gamified version; (ii) is influenced by tourist's psychological distance relative question; and (iii) moderate...

2017
Dustin J. Souders Walter R. Boot Kenneth Blocker Thomas Vitale Nelson A. Roque Neil Charness

The degree to which "brain training" can improve general cognition, resulting in improved performance on tasks dissimilar from the trained tasks (transfer of training), is a controversial topic. Here, we tested the degree to which cognitive training, in the form of gamified training activities that have demonstrated some degree of success in the past, might result in broad transfer. Sixty older...

2014
Stefan Diewald Andreas Möller Luis Roalter Tobias Stockinger Marion Koelle Patrick Lindemann Matthias Kranz

When driving an unknown car, the interaction with its user interfaces and the operation of (comfort) vehicle functions can be very challenging and thus cause safety concerns. However, this problem can be overcome already with a short learning and practicing phase. For this reason, we analyze the potential of gamification for exploring and practicing the use of automotive user interfaces and veh...

2015
Sangkyun Kim

In performing team-based projects in engineering class, students usually face many problems, such as free-riding, lack of responsibility, boredom, and insufficient initiative. This papers proposes a new method for performing team-based projects in engineering class—specifically, a gamified method for team organization using a salary auction game. On the description of the design and use of a sa...

2017
Robin Brouwer Kieran Conboy

Typically, gamification intends to afford gameful experiences in non-game contexts with the goal of promoting desired behaviour. There are however many gamified designs that fail to achieve these goals and there is a lack of theory that can help to explain why some gamified designs are effective while others are not. Within this paper a theoretical perspective is proposed towards explaining the...

2011
Zachary Fitz-Walter Dian Tjondronegoro

Gamified services delivered on smart phones, such as Foursquare, are able to utilise the sensors on the phone to capture user contexts as a means of triggering game elements. This paper identifies and discusses opportunities and challenges that exist when using mobile sensors as input for game elements. We present initial findings from a field study of a gamified mobile application made to supp...

2013
Joni A. Amorim

This work considers training needs for cyber defence and discus the gamification of training. The use of game play mechanics will be considered with a special emphasis on strategies to encourage users to engage in desired secure behaviours. The use of games and game play mechanics has been shown to be able to make the training more engaging. Serious games may as well help increase motivation am...

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