نتایج جستجو برای: gamified education

تعداد نتایج: 380059  

2013
Junya Kani Masakatsu Nishigaki

The Completely Automated Public Turing test to tell Computers and Humans Apart (CAPTCHA) has been widely used as a technique that will allow a machine to distinguish between input from a human and that of another machine. The security of current CAPTCHA methods is not sufficient to protect against advanced modern malware. This paper focuses on applying gamification, the use of game elements in ...

Journal: :Int. J. Serious Games 2017
Adam Atkins Vanissa Wanick Gary B. Wills

This paper presents the identification, design and implementation of a set of metrics of user engagement in a gamified eLearning application. The 'Metrics Feedback Cycle' (MFC) is introduced as a formal process prescribing the iterative evaluation and improvement of application-wide engagement, using data collected from metrics as input to improve related engagement features. This framework was...

Journal: :European Physical Education Review 2022

How does the education sector recover following disruption caused by COVID-19 pandemic? Much enthusiasm exists to imagine how teaching practices can be enriched within so-called ‘new normal.’ The physical and mental health benefits associated with school have attracted considerable attention during pandemic. Capitalizing on raised awareness of many positive contributions education, a pressing p...

Journal: :Frontiers in Education 2021

Chemistry education is challenging when many students cannot see the relevance and interest between what they learn at school their everyday life outside curriculum. Due to prevalence of chemicals in real life, lose those not-so-novel problems as are satisfied with rudimentary grasp knowledge. Therefore, it paramount importance draw students’ attention day-to-day concepts, a task which augmente...

2017
Thyago Tenório Ig Ibert Bittencourt Seiji Isotani Alan Pedro Patrícia Ospina Daniel Tenório

In this dataset, we present the collected data of two experiments with the application of the gamified peer assessment model into online learning environment MeuTutor to allow the comparison of the obtained results with others proposed models. MeuTutor is an intelligent tutoring system aims to monitor the learning of the students in a personalized way, ensuring quality education and improving t...

Journal: :Computers & Education 2013
Adrián Domínguez Joseba Saenz-de-Navarrete Luis de Marcos Luis Fernández Sanz Carmen Pagés-Arévalo José-Javier Martínez

Gamification is the use of game design elements and game mechanics in non-game contexts. This idea has been used successfully in many web based businesses to increase user engagement. Some researchers suggest that it could also be used in web based education as a tool to increase student motivation and engagement. In an attempt to verify those theories, we have designed and built a gamification...

2016
Chanut Poondej

In the literature, the potential efficacy of the gamification of education has been demonstrated. The aim of this study was to explore the influence of applying gamification techniques to increase student engagement in learning. The quasiexperimental nonequivalent-control group design was used with 577 undergraduate students from six classes. The students in three of the classes were assigned t...

2013

This paper reports some lessons learned from the first design stages of the gamified social network Blues Buddies, a persuasive intervention aimed at stimulating positive behavior in depression sufferers by influencing interaction and learning processes through gameful design. The challenges encountered are mostly at the level of the integration between persuasive design and gameful design, and...

2013

Designing a gamified solution to a difficult business problem requires informed application of game design patterns, with an understanding of the unique corporate environment. We present a framework that can be applied in other gamified endeavors. Our approach includes a systems-oriented process describing environmental conditions affecting intrinsic motivation and game design patterns. Objecti...

2016
Fernando Silva-Coira Alejandro Cortiñas Oscar Pedreira

Gamification aims at improving people's motivation and performance in certain tasks by introducing different mechanics taken from traditional games. Gamification has been successfully applied in different domains, such as education, marketing, and the workplace. In this paper we present an intelligent virtual assistant for gamified environments. This assistant will provide the players with help...

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