133 Hits in 4.4 sec

Influence of Dissociated Mechanisms of Gamification on the Learning of Reading

Raphael Marczak, Pierre Hanna, Christine Hanna
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

Radhika Santhanam, De Liu, Wei-Cheng Milton Shen
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]

Sebastian Deterding
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

José Chaboche, Alain Schoeny
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

Maria Ivanilse Calderon Ribeiro, Odette Mestrinho Passos
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

Ivan Pretel, Unai Lopez, Enrique Sanz, Diego López-de-Ipiña, Vincenzo Cartelli, Giuseppe Di Modica, Orazio Tomarchio
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

Johan Högberg, Juho Hamari, Erik Wästlund
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

Michael Beyeler, Ariel Rokem, Geoffrey M Boynton, Ione Fine
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]

Michael Beyeler, Ariel Rokem, Geoffrey M Boynton, Ione Fine
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

Jakke Tamminen, Matthew H. Davis, Kathleen Rastle
2015 Cognitive Psychology  
Cognitive Psychology jou rn al homepage: 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

Kimberly Cook-Chennault, Idalis Villanueva Alarcón, Gabrielle Jacob
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

Sepandar Sepehr, Milena Head
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/ fatcat:bop53zfbn5a7baj7le5po23ozq

Exploring the Risk Factors of Interactive E-Health Interventions for Digital Addiction

Amen Alrobai, John McAlaney, Keith Phalp, Raian Ali
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

Alexander Schmoelz
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

Tuca Henrique Verçosa Carneiro de Andrade, Eduarda Albuquerque de Moura, Vinícius Albuquerque de Souza, Ione Teresinha Oliveira Leitão
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
« Previous Showing results 1 — 15 out of 133 results