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The Context of Electronic Interactive Gaming Transferred into a Social Context: Exploratory Study

2022 Journal of Education and Practice  
With the advent of the "computer" and other technological advancements, online gaming (or other forms of gaming) has a prominent position in the life of most of the population, especially young adults  ...  There has been mired of research discussing the benefits and problems associated with the extensive time spent on gaming in which many individuals participate.  ...  The complexity of the game provides a low level of communication for the participant.  ... 
doi:10.7176/jep/13-12-07 fatcat:xmnzkxsnk5chtnijosxe72cqn4

Proposing the Multimotive Information Systems Continuance Model (MISC) to Better Explain End-User System Evaluations and Continuance Intentions

Paul Lowry, James Gaskin, Gregory Moody
2015 Journal of the AIS  
(i.e., "intrinsic") and explain these in great detail in a systems-use context.  ...  Even though expectations are a firmly established consequence of motivations and an antecedent of interaction evaluations, this area remains understudied.  ...  Acknowledgments We greatly appreciate reviews and feedback from Bernard Tan  ... 
doi:10.17705/1jais.00403 fatcat:ojxyieohrbfitf3mbupe7a5b54

Serious Games in a European Policy Context [chapter]

Igor Mayer, Johann C. K. H. Riedel, Jannicke Baalsrud Hauge, Francesco Bellotti, Alessandro de Gloria, Michela Ott, Sobah Abbas Petersen
2013 Lecture Notes in Computer Science  
(DiGRA). 112 The European Commission has funded a range of projects in the field of digital games research, development and deployment, though without clear policy direction.  ...  Centre for Computer Games Research, 107 ITU, DK; Centre for the Study of Digital Games and Play (GAP), 108 Utrecht University, NL) and on serious games specifically (such as the TU-Delft for Serious Gaming  ...  for serious purposes, the use of gaming technology for serious purposes with no element of 'fun' or intrinsic motivation, and the use of gaming elements, without actual games (such as gamification (  ... 
doi:10.1007/978-3-642-40790-1_32 fatcat:kfi7sz4jnjez5bpsritp2tcd5i

Analysing gamification elements in educational environments using an existing Gamification taxonomy

Armando M. Toda, Ana C. T. Klock, Wilk Oliveira, Paula T. Palomino, Luiz Rodrigues, Lei Shi, Ig Bittencourt, Isabela Gasparini, Seiji Isotani, Alexandra I. Cristea
2019 Smart Learning Environments  
This paper analysed the game elements employed in gamified learning environments through a previously proposed and evaluated taxonomy while detailing and expanding this taxonomy.  ...  Gamification has been widely employed in the educational domain over the past eight years when the term became a trend.  ...  Aiming to solve this problem, an initial taxonomy of game elements for gamified educational environments was proposed and evaluated [omitted for blind review].  ... 
doi:10.1186/s40561-019-0106-1 fatcat:yjbzf2xmzbaqxarvuekmdlmwlq

Computer Programming Learning: How to Apply Gamification on Online Courses?

Martinha Piteira, Carlos J. Costa, Manuela Aparicio
2018 Journal of Information Systems Engineering & Management  
Gamification integrates elements of game design in non-game context, with the purpose of engaging a person in a particular activity.  ...  This article presents a proposal for a gamification framework for online distance courses to learn how to program.  ...  Consequently, two starting points were set for this study: 1) What elements/characteristics of gamification are used in an educational context?  ... 
doi:10.20897/jisem.201811 fatcat:hbj7hnif5zdszktekfp5pqt4g4

A Gamification–Motivation Design Framework for Educational Software Developers

Jim Buckley, Tabea DeWille, Chris Exton, Geraldine Exton, Liam Murray
2018 Journal of Educational Technology Systems  
Abstract Gamification is the use of game design elements in nongame contexts and has been shown to be effective in motivating behavior change.  ...  The focus is on the development of a framework linking commonly occurring game elements with the components of a psychological motivational model known as the selfdetermination theory, coupled with a proposed  ...  Funding The authors received no financial support for the research, authorship, and/or publication of this article.  ... 
doi:10.1177/0047239518783153 fatcat:u73ovtdl45d75le2xi57dsompm

Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles

Teemu H. Laine, Renny S.N. Lindberg
2020 IEEE Transactions on Learning Technologies  
The results of this article are available for educational game designers and researchers to use as a practical toolkit for the creation and evaluation of motivating educational games that keep players  ...  In this article, we conducted a systematic literature review that yielded two major contributions: 1) a taxonomy of 56 game motivators in 14 classes; and 2) a taxonomy of 54 educational game design principles  ...  The results are then described in Sections IV and V: the first proposes a taxonomy of game motivators; and the second presents a taxonomy of educational game DPs.  ... 
doi:10.1109/tlt.2020.3018503 fatcat:7yantadmlna7nadilmmt3jixwq

Teaching Software Engineering with Gamification Elements

Sigrid Schefer-Wenzl, Igor Miladinovic
2018 International Journal of Advanced Corporate Learning  
In our study program we introduced a novel blended learning concept with threefold gamification elements for teaching software engineering.  ...  Students of software engineering courses in higher education often experience a lack of motivation, partly caused by traditional teaching methods.  ...  Existing research in the field of applying gamification elements in software engineering education is still preliminary.  ... 
doi:10.3991/ijac.v11i1.9169 fatcat:msliykvjzva3fn5vneaqogqqqi

Gamification for Recruitment and Job Training: Model,Taxonomy, and Challenges

Iqra Obaid, Muhammad Shoaib Farooq, Adnan Abid
2020 IEEE Access  
Apart from reviewing the state-of-the-art studies on gamified solutions for recruiting and job training problems, a taxonomy of gaming elements based on the context of use in different environments has  ...  INDEX TERMS Gamification, recruitment, employee engagement, employee training, and gaming elements. 65164 This work is licensed under a Creative Commons Attribution 4.0 License.  ...  A taxonomy of these gaming elements has been proposed in Fig. 8 to help the designers in selecting gaming elements. B.  ... 
doi:10.1109/access.2020.2984178 fatcat:wnnlbno7g5dqlk5zcqz7iichii

Study of the Training of Environmentalists through Gamification as a University Course

Paz Fernández, Matías Ceacero-Moreno
2021 Sustainability  
Three variables were considered in order to evaluate the results concerning the quality of the student's learning: 1) the experiment using the game, 2) motivation, and 3) the skills acquired.  ...  The United Nations Agenda for 2030 lists Sustainable Development Goals which include quality education, which we have pursued in the Undergraduate Final Project of the Environmental Sciences Degree at  ...  A major gamification study of theorisation and conceptual clarification [7] defines 'gamification' as the use of game design elements in non-game contexts [7] (p. 10).  ... 
doi:10.3390/su13042323 fatcat:lfkhgt3nsfeqfiohrwvftm4rwe

Framework Development of Serious Game-Based Instrument for Malay Language Early Literacy Assessment

Rohani Aziz, Helmi Norman, Norazah Nordin, Fatin Nabilah Wahid, Ruslina Ibrahim
2019 Creative Education  
The emerging assessment instrument in recent evolution of technology allows teachers, educators and assessment workers to seek for better approaches in evaluating and assessing students' achievement.  ...  This study concludes by highlighting the proposed framework of the Serious Game-Based Literacy Assessment by verifying gamification features and literacy constructs needed for the development of Serious  ...  Acknowledgements Conflicts of Interest The authors declare no conflicts of interest regarding the publication of this paper.  ... 
doi:10.4236/ce.2019.1012247 fatcat:vji4tgla5ffc5hn2tmqyrg5axi

Tailored gamification: A review of literature

Ana Carolina Tomé Klock, Isabela Gasparini, Marcelo Soares Pimenta, Juho Hamari
2020 International Journal of Human-Computer Studies  
The main contributions of this paper are a standardized terminology of the game elements used in tailored gamification, the discussion on the most suitable game elements for each users' characteristic,  ...  However, a canonical dearth in research and application of gamification has been related to the role of individual differences in susceptibility to gamification and its varied designs.  ...  Supplementary material Supplementary material associated with this article can be found, in the online version, at 10.1016/j.ijhcs.2020.102495  ... 
doi:10.1016/j.ijhcs.2020.102495 fatcat:uccl4kb5rbfixascujtoekhwva

Correcting Misconceptions About Gamification of Assessment: More Than SJTs and Badges

Michael B. Armstrong, Jared Z. Ferrell, Andrew B. Collmus, Richard N. Landers
2016 Industrial and Organizational Psychology  
We agree that situational judgment tests (SJTs) can be considered a type of gamified assessment, and gamification provides a toolkit to make SJTs even more gameful.  ...  Describing the current state of gamification, Chamorro-Premuzic, Winsborough, Sherman, and Hogan (2016) provide a troubling contradiction: They offer examples of a broad spectrum of gamification interventions  ...  Beyond providing a theoretical context for gamification in assessment, the next step is to establish a taxonomy of gamification elements for use in assessment contexts along with the likely effects of  ... 
doi:10.1017/iop.2016.69 fatcat:bcx2uynvyjhbljgvx35ez6xjka

Design-based research on gamified outdoor social enquiry learning with context-aware technology: integration of teacher facilitation for advancing the pedagogical effectiveness

Morris Siu Yung Jong, To Chan, Vincent Tam, Michael Yi Chao Jiang
2021 International Journal of Mobile Learning and Organisation  
and technical facilitation acts in the context of formal education.  ...  This paper focuses on discussing the latter part of a piece of 2-cycle Design-Based Research (DBR) conducted in the context of formal curriculum learning and teaching in Hong Kong, reporting on the work  ...  Acknowledgements The work described in this paper was substantially supported by a grant from the Research Grants Council of the Hong Kong Special Administration Region, China (Project No. 14616815).  ... 
doi:10.1504/ijmlo.2021.111601 fatcat:gmg5kmmiyrfbpncvv542wmw76m

Adaptive gamification in Collaborative systems, a systematic mapping study

María Dalponte Ayastuy, Diego Torres, Alejandro Fernández
2021 Computer Science Review  
The main contributions of this paper are a formalization of the adaptation strategies and the proposal of a new taxonomy for gamification elements adaptation.  ...  Considering the underlying cultural diversity in those projects, the adaptability of gamification design and strategies is a promissory research field.  ...  To this aim, the GEAS (Gamification Element Adaptation Strategy) taxonomy is proposed, which is shown in Fig. 7 . It describes two main adaptation strategies of game elements that have been found.  ... 
doi:10.1016/j.cosrev.2020.100333 fatcat:vwhhadliqjblxef3kxghahwfry
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