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Influence of Dissociated Mechanisms of Gamification on the Learning of Reading
2018
EAI Endorsed Transactions on Serious Games
in students behavior in conjunction with the mechanisms of gamification employed. ...
The main contribution of QCM in relation to more traditional games is the dissociation of immersion mechanisms, in order to improve the understanding of the user experience. ...
Section 2 first presents the QCM game, the immersion mechanisms of interest and the gamification of the Freinet worksheets of personal work for the learning of reading. ...
doi:10.4108/eai.4-1-2018.153529
fatcat:uownpy32rnfnteja7c5g27fg2i
Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same
2016
Information systems research
Our findings provide one explanation for the mixed findings on the effect of competitive gamification designs in technology mediated training. ...
The choice of competitive structures depends on the priority of the outcomes in training. ...
Table 3 Column 1 shows the effects of gamification on self-efficacy (H1). ...
doi:10.1287/isre.2016.0630
fatcat:zdi3pvltcvaxhhgzdaxcogutdq
Make-Believe in Gameful and Playful Design
[chapter]
2016
Human–Computer Interaction Series
user to dissociate from their social identities and take on new ones. ...
order to influence the outcome, the player feels emotionally attached to the outcome, and the consequences of the activity are negotiable" (Juul 2005, p. 36) . ...
doi:10.1007/978-3-319-29553-4_7
fatcat:5g475zluyjaglckvoq5ho6ataq
Gamification of digitized sporting devices and transformation of public spaces in French metropolises
2021
Articulo: Journal of Urban Research
dissociate the data on the installation of digitized sports devices in public space from any contextual effect, “ in order to reach, from the outset, a universal human level ” (ibid.: 41) through the ...
The objective of the public actor is to influence the management of local sports organizations to rationalize its partnerships with them. ...
doi:10.4000/articulo.4834
fatcat:5pjhmqmmabd7hmzxd6pwsqt3ge
A study on the Active Methodologies applied to teaching and learning process in the Computing area
2020
IEEE Access
Positive influenced on using gamification, engagement techniques to achieve the educational goals required to learn programming.
2 Competitiveness influences students' motivation to learn and overcome ...
GM Investigates the influence of gamification on students' engagement and performance in programming learning. 11 Motivates students by serving as a tool to aid the teaching and learning process, making ...
doi:10.1109/access.2020.3036976
fatcat:vl573w3dcvdnbecljtalypx3cy
H2020 692819 Simpatico - D4.1: Citizenpedia Framework Specification And Architecture
2016
Zenodo
SIMPATICO's goal is to improve the experience of citizens and companies in their daily interactions with the public administration by providing a personalized delivery of e-services based on advanced cognitive ...
the functionality expectations of the different stakeholders of the envisaged solution. ...
influence on how discussions evolve. ...
doi:10.5281/zenodo.1048885
fatcat:2eirh57p3re3jjs2n6fdtnbkbm
Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use
2019
User modeling and user-adapted interaction
Based on the results of this second study, we further developed the instrument in a third study using data from users of Duolingo (N = 507), in which we repeated the assessment of dimensionality and psychometric ...
Gamification refers to the transformation of technology to become more game-like, with the intention of evoking similar positive experiences and motivations that games do (the gameful experience) and affecting ...
, such as Internet forums focusing on Duolingo and those focusing on language learning in general. ...
doi:10.1007/s11257-019-09223-w
fatcat:6eokydmldzavfhe4ndzd6w3lvu
Learning to see again: biological constraints on cortical plasticity and the implications for sight restoration technologies
2017
Journal of Neural Engineering
The goal of the present review is to summarize the vast basic science literature on developmental and adult cortical plasticity with an emphasis on how this literature might relate to the field of prosthetic ...
Consequently, the ability of patients to learn to make use of this abnormal retinal input plays a critical role in whether or not some functional vision is successfully regained. ...
Alfred P Sloan Foundation to the University of Washington eScience Institute Data Science Environment (MB and AR), and by the National Institutes of Health (NIH EY-12925 to GMB, EY-014645 to IF). ...
doi:10.1088/1741-2552/aa795e
pmid:28612755
pmcid:PMC5953572
fatcat:cqacmghtjfax5ikyusupks24fu
Learning to see again: Biological constraints on cortical plasticity and the implications for sight restoration technologies
[article]
2017
bioRxiv
pre-print
The goal of the present review is to summarize the vast basic science literature on developmental and adult cortical plasticity with an emphasis on how this literature might relate to the field of prosthetic ...
Consequently, the ability to learn to make use of this abnormal retinal input plays a critical role in whether or not some functional vision is successfully regained. ...
The other principles of effective learning, as described above, are also likely to influence rehabilitation protocols for prosthetic devices. ...
doi:10.1101/115188
fatcat:5zlxuvtpwzbk3loesqfs2zd4eq
From specific examples to general knowledge in language learning
2015
Cognitive Psychology
Cognitive Psychology jou rn al homepage: www.elsevier.com/locate/cogpsych generalisation that have different cognitive demands and rely on different types of memory representations. ...
The more recent dual-mechanism accounts on the other hand postulate two dissociable neural mechanisms for encoding memories of new episodes and for laying down long-term abstract representations of general ...
While low contextual diversity did not significantly reduce participants' ability to generalise in the explicit congruency judgment task, it did influence the size of the congruency effect on reading aloud ...
doi:10.1016/j.cogpsych.2015.03.003
pmid:25898155
fatcat:nyik46w6krfnfbryqexordcjmu
Usefulness of Digital Serious Games in Engineering for Diverse Undergraduate Students
2022
Education Sciences
A mixed-method sequential exploratory research design method that was framed on the Technology Acceptance Model, Game-Based Learning Theory and Expectancy Value Theory was used to examine how 201 students ...
perceived the usefulness of an intuitive education game that was designed to teach engineering mechanics used in designing civil structures. ...
Conflicts of Interest: The authors declare no conflict of interest. Educ. Sci. 2022, 12, 27 ...
doi:10.3390/educsci12010027
fatcat:bhzv3j34tjdz3eey3ohfdfw4z4
Understanding the role of competition in video gameplay satisfaction
2018
Information & Management
The number of published studies on the influence of Flow on attitude was not sufficient to draw a certain conclusion about its influence on attitude, despite the proper confidence interval. ...
to learn, engage
education, or to enhance effectiveness of content transfer or
other specific learning outcome
Gamification
Using game elements in a non-game system for achieving
the engaging ...
APPENDIX 4 -EXPERIMENT'S CONSENT FORM
Purpose of the Study You are invited to take part in this study that focuses on the role of competition element of video games. ...
doi:10.1016/j.im.2017.09.007
fatcat:bop53zfbn5a7baj7le5po23ozq
Exploring the Risk Factors of Interactive E-Health Interventions for Digital Addiction
2016
International Journal of Sociotechnology and Knowledge Development (IJSKD)
His research focuses on engineering of online peer groups platforms as a persuasive approach to combat Digital
Keith Phalp is Deputy Dean (Education and Professional Practice) for the Faculty of Science ...
Current research foci include work on software engineering methods for SMEs, and Engineering of Social Informatics, with a particular focus on combatting digital addiction. ...
The use of gamification mechanics to implement the element of fun can also lead to adverse effects (Callan, Bauer, & Landers, 2015) , such as habitual checking behaviours. ...
doi:10.4018/ijskd.2016040101
fatcat:xspml6brhffpda54czmphz6tj4
On Co-Creativity in Playful Classroom Activities
2017
Creativity Theories – Research – Applications
Recent research points to the essential role of creativity in coping with and acting in a changing world. ...
Yet there is very little research on how to provide occasions for co-creativity in classrooms and so the research problem focuses on enabling co-creativity. ...
On the other hand, gamification has no relevant influence on learning outcomes, because "not all students will be equally inclined to take all learning activities seriously enough for their own good in ...
doi:10.1515/ctra-2017-0002
fatcat:ejenrshq4rglpiwk3yqggi5dza
Portuguese language teaching during the COVID-19 pandemic: a new look at the educational and evaluative methodologies employed in a remote context
2021
IJS - International Journal of Sciences
Considering the high rate of transmissibility and the lack of effective treatments against the disease, the only really efficient measure of virus control, for now, was to keep the population in quarantine ...
teachers did not reinvent their evaluative activities in an attempt to implement in remote teaching the same style of proof implemented in the classroom teaching. ...
For the work with these genres, we observed that the resident resorted to mechanisms that brought the students closer to the class, for example, we have the gamification of the content. ...
doi:10.29327/229003.2.3-13
fatcat:tutcvrkzyvahhfze7r2xomdpdq
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