نتایج جستجو برای: gamification

تعداد نتایج: 2813  

2016
Naomi Unkelos-Shpigel

Undergraduate information system (IS) and software engineering (SE) students are required to plan and deliver a project in their last year of study. These projects are intended to enhance business processes in firms, but often are not in use later on. One reason that can explain this is the fact the employees in the firm do not want to use the system created by the students, due to various reas...

Journal: :ICST Trans. e-Education e-Learning 2016
Monisa Abdul Wahab Mike Joy

The gamification of e-portfolios is an educational approach to motivate students to learn by using game elements in online portfolios. The goal is to increase enjoyment and engagement through capturing the interest of learners and encouraging them to continue learning. This preliminary survey is important to better understand the intended users in a Malaysian institution, find out their readine...

2013
Jung Tae Kim Won-Hyung Lee

In this paper an example for the dynamical model for gamification is considered and simulated. Based on the theories of Game Design Features (GDF cool features, fancy graphics, challenging puzzles, and an intriguing setting and story), Key Characteristics of a Learning Game (KCLG Challenge, Curiosity, Fantasy and Control), a theory of educational environment design model (ARCS attention, releva...

2014
Sabrina Marczak Christoph Treude Flávio Steffens

Gamification is the application of game elements and game design techniques in non-game contexts to engage and motivate people to achieve their goals. Motivation is an essential requirement for effective and efficient collaboration, which is particularly challenging when people work distributedly. In this paper, we discuss the topics of collaboration, motivation, and gamification in the context...

2016

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, ...

2015
Cristina Ioana Muntean Franco Maria Nardini

Gamification aims at applying game design principles and elements, such as points, badges, feedbacks or leader boards in nongaming environments. An interesting goal of gamification is to combine and exploit the fun factor for targeting other aspects like achieving more accurate work, more cost effective solutions and better retention rates. The application of gamification techniques to IR tasks...

2015
A. I. Kokkinaki Aresti Christoforos Yioula Melanthiou

This paper presents aspects of the design, development and integration of open educational resources (OERs) on serious games design principles and gamification to foster good practices among faculty members of Higher Educational Institutions and other interested educators. The paper presents the methodology followed for the design and integration of OERs in this topic. The resulting modules are...

2015
Gabriella Kazai Frank Hopfgartner Udo Kruschwitz Michael Meder

The second workshop on Gamification for Information Retrieval took place at ECIR 2015 in Vienna, Austria on the 29th of March. The workshop program included two invited keynote presentations, seven oral presentations of refereed papers, lots of mini discussion sessions and a fishbowl session. The presentations covered diverse topics from playing around with an eye tracker to a game with IR pape...

2017
Jaana-Maija Koivisto Jari Multisilta Elina Haavisto

This paper considers the potential benefits of gamification from the perspective of surgical patients’ quality of care. There is little published data on gamifying the work of healthcare professionals even though the use of serious games in healthcare has been growing. Literature on the quality of care shows that patients are often satisfied with the care they have received. However, research i...

2014

200 The development of multiple applications with features of digital games brings about a new trend called Gamification. Besides, the Technology Acceptance Model (TAM) also represents an important theoretical tool toward understanding the usage of a specific technology, system or service. Since no clear practical explanation that allows the connection of gamification with non-game context, esp...

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