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Investigating Information System Testing Gamification with Time Restrictions on Testers' Performance

Navid Memar, Aneesh Krishna, David McMeekin, Tele Tan
2020 Australasian Journal of Information Systems  
This paper presents the results obtained from the evaluation of gamified software testing platform that was developed following series of focus group discussions comprising of software developers and testers  ...  testing environment.  ...  Additionally, Figure 2 presents the essential information required for software testers identified through the focus group sessions.  ... 
doi:10.3127/ajis.v24i0.2179 fatcat:c3dzswxzznc7jbyqvltiyiwi5m

An evaluation study on gamified online learning experiences and its acceptance among medical students

MayHoney Ohn, Khin-Maung Ohn
2019 Tzu-Chi Medical Journal  
A qualitative research method was used to generate findings in this study. The data collection methods included focus group discussions and interviews.  ...  Triangulation methods were used to ensure the validity and reliability of the qualitative data analyzed in this study.  ...  Results Focus group discussions A total number of five focus group discussions were conducted with 32 medical students (eight students each from the 2 nd , 3 rd , 4 th , and 5 th year of medical school  ... 
doi:10.4103/tcmj.tcmj_5_19 pmid:32269957 pmcid:PMC7137361 fatcat:b5w2ddwirzgidhl4batwxyikfe

Gamifying Questions by Adding Contextin the Creative Development Marketing Research

Michał Ścibor-Rylski, Uniwersytet Warszawski, Wydział Zarządzania
2020 Journal of Marketing and Consumer Behaviour in Emerging Markets  
The article shows the results of the experiment proving the eff ectiveness of a gamifi ed approach to the qualitative advertisement testing.  ...  Up till now the eff ects of gamifi cations were tested in the domains of brand strategy and consumer experience.  ...  It is even more weighty in the qualitative approach, where the respondents fi ll out the individual questionnaire fi rst and then they discuss the ad in the group.  ... 
doi:10.7172/2449-6634.jmcbem.2020.1.4 fatcat:rw7gwpehkjhahdto2lmvdjcux4

How to design gamification? A method for engineering gamified software

Benedikt Morschheuser, Lobna Hassan, Karl Werder, Juho Hamari
2018 Information and Software Technology  
A method for engineering gamified software. Information and Software Technology, in press.  ...  Consequently, it has also been projected that most gamified software is doomed to fail.  ...  regularly: first through a small test group with 10 users and qualitative feedback, and afterward through a larger field test.  ... 
doi:10.1016/j.infsof.2017.10.015 fatcat:etfppylzynfcnnvywyhmcwvj5e

Improving Students' Motivation and Focus Through the Gamification in the Computer Science Peer Instruction Methodology (CSPI)

Ricardo Caceffo, Rodolfo Azevedo
2020 Comunicações em Informática  
Future work involves the analysis of collaboration and interaction variables through learning analytics tools.  ...  We identified that, although participants originally didn't expect that gamification would affect their experience, results suggest that gamification positively impacts participants' motivation and focus  ...  On this work we are focusing on the competition aspect, in a PI learning environment, supported by the adoption of a public score system.  ... 
doi:10.22478/ufpb.2595-0622.2020v4n2.53115 fatcat:kngmzvk5snhdjbelegse6reqju

Does Gamified Educational Systems Change Students' Learning Behaviors? A Case Study with Postgraduate Students

Wilk Oliveira dos Santos, Armando Toda, Seiji Isotani, Ig Ibert Bittencourt
2018 RENOTE  
Therefore, this study compared a gamified with a non-gamified version of an educational system, through a mixed (quantitative and qualitative) approach to identify if gamified educational systems are better  ...  These studies, however, often keep the focus on quantitative or qualitative approaches directly related to student learning, without considering students' perceptions of the gamification design and how  ...  T-test Results Questions Mean t-test Gamified system Non-gamified system The system would influence me to study 5.889 5.111 0.219 The system would convince me to study 5.555 4.000 0.038 The system would  ... 
doi:10.22456/1679-1916.89253 fatcat:wz4vgcikfvbuxlqm4jwphpkhxa

On the Effectiveness of Gamified Risk Management Workshops: Evidence from German SMEs

Avo Schönbohm, Alexandra Jülich
2016 International Journal of Serious Games  
and foster cognitive and group de-biasing.  ...  A gamified risk management workshop is devised which is used as a treatment for three German SMEs.  ...  A focus group, or 'focus group interview', is a group interview that encompasses the need for interactive discussion amongst participants [53] .  ... 
doi:10.17083/ijsg.v3i2.117 fatcat:rnaqgvf45jftfh5bvi753hvk3e

Effect of a Gamification Model on a Graduate Level Occupational Therapy Course

Edwin Myers
2020 Journal of Occupational Therapy Education  
Data analysis included pre- and post-course questionnaires, in-course and post-course anonymous feedback, and voluntary post-course focus groups.  ...  The test and quiz scores for each of the gamified cohorts were statistically significantly higher than the scores of the non-gamified cohort (1st gamified cohort p=0.012 and 2nd gamified cohort p=0.004  ...  Acknowledgements Acknowledgements I would like to acknowledge the valuable assistance of Lynn Jaffe, ScD, OTR/L, FAOTA in conducting the focus group interviews.  ... 
doi:10.26681/jote.2020.040306 doaj:402b1d6fac2748328fbb2975e0f2a66f fatcat:fe72rwjaifacldk4u5sv32ifki

Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study (Preprint)

Ali Khaleghi, Zahra Aghaei, Mohammad Amin Mahdavi
2020 JMIR Serious Games  
One reason for these contrasting findings is that most studies have applied poor and heterogeneous design techniques to gamify cognitive tasks.  ...  We employed a Design Science Research (DSR) approach to provide a framework for gamifying cognitive assessment and training by synthesizing current gamification design frameworks, gamification works in  ...  The segmentation helps the team choose a more acceptable design to gamify targeted cognitive tasks. Typically, gamification through motivational affordances enriches information systems [53] .  ... 
doi:10.2196/21900 pmid:33819164 fatcat:c4b534qx4bestdfbsnxursrs24

A GAMIFICATION TECHNIQUE TO INCREASE ENGAGEMENT IN ASYNCHRONOUS ONLINE DISCUSSIONS

2020 Issues in Information Systems  
The method was evaluated in two sections of an online, graduate business information systems course which were identical with the exception that one course added a game element to the discussion board.  ...  It is hypothesized that the course using the gamified discussion board will generate more total posts and replies than the non-gamified course.  ...  Cognitive engagement was measured through grades in the logs from the learning management system.  ... 
doi:10.48009/3_iis_2020_20-30 fatcat:ox5pfcqlfrgnxiwhf2ycecy6hu

A Fundamental Study for Gamification Design: Exploring Learning Tendencies' Effects

Nadja Zaric, Vlatko Lukarov, Ulrik Schroder
2020 International Journal of Serious Games  
The project aims to create a balanced, gamified learning environment in which all learners are equally engaged and interested.  ...  criteria and applied PeGaM in the e-learning course, and c) conducted the exploratory study with 124 students to investigate behavioral differences in and between students in the control and treatment group  ...  Through qualitative and quantitative evaluation of the treatment (gamified) group, this study aims to answer the following questions:  RQ-2.1 Are there any behavioural differences between students in  ... 
doi:10.17083/ijsg.v7i4.356 fatcat:xcpv4uxnefb4haqx3wguib7kem

The Impact of Gamification on the Time-Limited Writing Performance of English Majors

Zhou Zhihao, Yu Zhonggen, Bilal Khalid
2022 Education Research International  
Beijing coconstruction project-research and reform of the "Undergraduate Teaching Reform and Innovation Project" of Beijing Higher Education in 2020-innovative "multilingual+" excellent talent training system  ...  (202010032003); and special fund of the special project of free exploration of discipline construction in the school of liberal arts, Nanjing University of Information Science and Technology (1491192001018  ...  At the beginning of the first week of the course, the gamified writing group obtained preliminary information about the gamified environment.  ... 
doi:10.1155/2022/4650166 fatcat:wvxsx25pwneebfqo4d3o6zozbi

Designing and Evaluating a Collaborative Writing Process with Gamification Elements: Toward a Framework for Gamifying Collaboration Processes

Christina Wiethof, Universität Hamburg, Navid Tavanapour, Eva A. C. Bittner, Universität Hamburg, Universität Hamburg
2021 AIS Transactions on Human-Computer Interaction  
Therefore, we review gamification models and principles for information systems and consolidate them in a preliminary framework.  ...  In this study, we examine the influence that gamification elements have on collaboration processes in terms of whether they increase intention to continue to use the system based on meaningful engagement  ...  Thus, gamified systems should focus on gamification design's dual outcomes.  ... 
doi:10.17705/1thci.00141 fatcat:o2gf6yzlajeqjfuwpvovvrsqwu

Gamification and SQL

Miguel Ehécatl Morales-Trujillo, Gabriel Alberto Garcéa-Mireles
2020 ACM Transactions on Computing Education  
Quantitative and qualitative data were collected through tests and a survey.  ...  The results showed that there was a statistically significant improvement in student performance in the gamified group as compared to the non-gamified group.  ...  Threats to validity Several threats to validity were identified during the study, and will be discussed in the following paragraphs. External validity.  ... 
doi:10.1145/3427597 fatcat:tlbeanv6knb6pokam3psfngp74

The Shift to Gamification in Education: A Review on Dominant Issues

Kingsley Ofosu-Ampong
2020 Journal of Educational Technology Systems  
in education (Theme III) and propose that there is increased gamification and game elements research activities bridging the idea of gamified information systems in education and offering interesting  ...  Using the identifying themes, the study discusses the development and use of gamification in education (Theme I), the application of gamification in education (Theme II), and the impact of gamification  ...  Similarly, research under the development category of gamified systems has focused on software engineering processes that have been objects of gamification.  ... 
doi:10.1177/0047239520917629 fatcat:eqjw2y6vrnfzjp5trutnztsgpm
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