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Gamification of digitized sporting devices and transformation of public spaces in French metropolises
2021
Articulo: Journal of Urban Research
coaching ” (interview) in order to get closer to the user. ...
The aim is therefore to develop a methodological framework for understanding how the gamification of digitalized sports devices generates territorial and political transformations of urban public space ...
doi:10.4000/articulo.4834
fatcat:5pjhmqmmabd7hmzxd6pwsqt3ge
Challenges and trends in Ambient Intelligence
2020
Journal of Ambient Intelligence and Humanized Computing
Acknowledgements As the special issue editors, we would like to take this opportunity to thank the various authors for their papers and the reviewers for their work. ...
We are also grateful to Vincenzo Loia, Editor-in-Chief of the Journal of Ambient Intelligence and Humanized Computing. ...
The paper, entitled "A Gamification Framework for Getting Residents Closer to Public Institutions" authored by Manuel Rodrigues et al. (2020) , presents a framework for gamification in smart cities, with ...
doi:10.1007/s12652-020-02023-w
fatcat:dsjsj52ldfaejamkg6eyc4pjyi
Online Platform as a Tool to Support Postgraduate Training in General Practice - A Case Report
2017
GMS Journal for Medical Education
The platform was perceived as a helpful supplement to better structure PT in GP. ...
This report also describes the further development of the platform (in 2015 and 2016) that integrates an activity monitor as part of a gamification concept. ...
Virtual Patients in continuing medical education
and residency training: a pilot project for acceptance analysis in
the framework of a residency revision course in pediatrics. ...
doi:10.3205/zma001136
pmid:29226227
pmcid:PMC5704610
fatcat:4mbk5mywwvavjjc5dp7l6ux52e
Gamification, citizen science, and civic technologies: In search of the common good
2018
Strategic Design Research Journal
For that matter, we present a gamified citizen sensing project we are devising for users to enter and retrieve information on commercially available food products which contain ingredients associated with ...
of data -and call for a more ethical, critical, and meaningful use of these new potential technologies, and for greater awareness of our new civic responsibilities. ...
Acknowledgements The authors would like to thank the members of Laboratório de Arte Eletrônica for their invaluable work, as well as the Departamento de Artes & Design and Instituto Tecgraf at Pontifícia ...
doi:10.4013/sdrj.2018.113.11
fatcat:ik6vqvql6zegjjyuyd5dmdvncq
CyberParks Songs and Stories - Enriching Public Spaces with Localized Culture Heritage Material such as Digitized Songs and Stories
[chapter]
2019
Lecture Notes in Computer Science
It identifies the capacities of a proposed digital environment together with design guidelines for interaction with cultural heritage assets in public spaces. ...
The chapter concludes with describing a taxonomy of digital content that can be used in order to enhance association and occupation conditions of public spaces, and with discussing technological challenges ...
Gamification for collecting interpretations and meanings. ...
doi:10.1007/978-3-030-13417-4_18
fatcat:vai34tbdivbqbium2y447h3svm
Gamification-less: may gamification really foster civic participation? A controlled field experiment
2021
Journal of Ambient Intelligence and Humanized Computing
One of the techniques used to improve engagement is gamification based on the humans' predisposition to games. ...
There are several cases where citizens may be asked to participate such as in public decision-making process by informing, voting or proposing projects or in crisis management by sharing precise and timely ...
In the literature, gamification and SDT have been used as a framework for examining students' motivation and engagement in learning. ...
doi:10.1007/s12652-021-03322-6
fatcat:w3qqxyyv4bgwdew4xtfotsw4nm
D4.2: Best Practice Report
2016
Zenodo
device like for example multimedia content (images, videos, animations etc.), useful links and engaging calls to action; content that is tailored to young people and made appropriate for their particular ...
This deliverable is the work-product of a cross-field working group effort to bring environmental policy makers in line with the best practices to reach young people where they already are: in social media ...
Last but not least, the campaign aims to activate consumers to get creative and become soldiers for a better future. ...
doi:10.5281/zenodo.1197744
fatcat:6m2gw34mxnch3exiqujzj2bsiu
Convergence of Gamification and Machine Learning: A Systematic Literature Review
2020
Technology, Knowledge and Learning
Adding to that, data collection for machine learning by gamification technology and teaching machine learning with the help of gamification were identified. ...
Furthermore, advancement in machine learning (ML) methods and its potential to enhance other technologies, resulted in the inception of a new era where ML and gamification are combined. ...
To view a copy of this licence, visit http://creat iveco mmons .org/licen ses/by/4.0/. ...
doi:10.1007/s10758-020-09456-4
fatcat:m3fd2mhcbnd7fmgoez7s2qutie
College Disrupted: The Great Unbundling of Higher Education by Ryan Craig
2015
Review of higher education (Print)
"To future generations, education will seem a lot closer to medicine than it does today" (p. 67). ...
Better, instead, for governments to improve unit-record databases and to help establish a framework for student competencies that obviates seat-time as the sole metric of student work. ...
doi:10.1353/rhe.2015.0041
fatcat:z5yhhxukdzcohlgigjrkusf3x4
Learning Analytics in Massive Open Online Courses
[article]
2018
arXiv
pre-print
MOOCs offer diverse challenges and practices for learning analytics to tackle. ...
The main contributions incorporate designing a general learning analytics framework, learning analytics prototype, records of students' behavior in nearly every MOOC's variables (discussion forums, interactions ...
to get the certificate. ...
arXiv:1802.09344v1
fatcat:w42m2vuoibezpig5wewuh6so2i
Towards an intelligent blended system of learning activities model for New Zealand institutions: an investigative approach
2021
Humanities and Social Sciences Communications
The need to restrict human interaction to reduce the possibility of infection has led to a full lockdown of all educational institutions. ...
This is why this paper proposes a design for a system of blended learning activities that would provide students with a total learning model, which has not replaced the traditional learning models but ...
It is easier to understand that a student finds it more appealing to be closer to nature and exposed to the practical world where there would be a lesser influence on the classroom environment. ...
doi:10.1057/s41599-020-00696-4
fatcat:fqxli6hrknbylmtekmw4ggvsee
Kindergarten and School Social Assistance During the COVID-19 Pandemic in Hungary
2021
Papers in Arts and Humanities
of the COVID-19 pandemic, posing unprecedented challenges for actors in public educational institutions. ...
By the end of the school year 2018/2019, after initial difficulties, we noticed a positive change in the supportive attitude and acceptance of teachers and public educational institutions towards the work ...
The teachers don't send a note because they think 'he won't even get to a psychologist anyway' because it is just the reality. ...
doi:10.52885/pah.v1i2.62
fatcat:jdz4lzws7jfxtkxemyzr6mwbpe
The challenges of E-Learning in South Africa
[article]
2022
Zenodo
We argued that collectively, these initiatives place UNISA in an ideal position to play a leading role in increasing access to higher education for marginalised communities in South Africa and in the African ...
We should point out that because UNISA offers opportunities and access to mature adult working students to further their studies, the students are not required to be at institution in person in order to ...
• Octalysis -gamification framework state importance of gamification learning? • Is needed for gamification for the campus in teaching and learning? ...
doi:10.5281/zenodo.6334485
fatcat:bbrdkfsnzzfwrkhmrj6x73gd4m
Report on the SIE City Lab in Mannheim
2021
Zenodo
As part of the lab, different activities were conducted such as design thinking workshops, activities in public and digital spaces to allow for new ways of interaction between local stakeholders as well ...
The aim of the lab was to develop, test and instigate an organisational governance process, which includes a stakeholder interaction as well as an inner-administrative dialogue and the use of innovative ...
Therefore, they campaign for a just energy transition, ...
doi:10.5281/zenodo.6572546
fatcat:ps6n2qcoyfamliwpkjzbzdazdi
Achieving HIV risk reduction through HealthMpowerment.org, a user-driven eHealth intervention for young Black men who have sex with men and transgender women who have sex with men
2014
Digital Culture & Education
HMP showed promise for being able to deliver a sufficient intervention dose and we found a trend toward higher dose received and more advanced stages of behaviour change. ...
In this pilot trial, HMP was well accepted and demonstrates promise for translating virtual intervention engagement into actual behaviour change to reduce HIV risk behaviours. ...
Acknowledgments This research was supported by the National Institute for Health (NIH) Grant 5R01MH093275. The views expressed herein do not reflect the official stance of any funding agency. ...
pmid:25593616
pmcid:PMC4292870
fatcat:qcco552fgnhcpfvqkovpaqq2he
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