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Can Gamification Influence the Academic Performance of Students?

Víctor Arufe Giráldez, Alberto Sanmiguel-Rodríguez, Oliver Ramos Álvarez, Rubén Navarro-Patón
2022 Sustainability  
Gamification along with a whole range of other active methodologies are being incorporated into university classrooms due to their potential benefits for student learning.  ...  The control group and the intervention group consisted of 66 and 67 students respectively.  ...  Acknowledgments: Thanks to all the students who have participated in this learning experience. Conflicts of Interest: The authors declare no conflict of interest.  ... 
doi:10.3390/su14095115 doaj:8128d75a055e467fb3423771e6fa262d fatcat:aasuiny5wfcrbnbhvz6wfgu5gu

Fostering University Students' Engagement in Teamwork and Innovation Behaviors through Game-Based Learning (GBL)

Pilar Martín-Hernández, Marta Gil-Lacruz, Ana I. Gil-Lacruz, Juan Luis Azkue-Beteta, Eva M. Lira, Luis Cantarero
2021 Sustainability  
Therefore, the development of core personal skills might be promoted effectively by games in an efficient, engaging, and motivating way.  ...  Higher Education Instituions (HEIs) should be the driving force behind the training of college students in terms of both hard and soft skills (for example, innovation and teamwork competencies), and they  ...  Acknowledgments: This study was possible thanks to the teaching innovation projects "La gamificación como herramienta de fomento del aprendizaje activo y la construcción de equipo (Team Building)" PIIDUZ  ... 
doi:10.3390/su132413573 fatcat:3ycwaisbxzhc5putcsqgtxyxta

Demographic differences in perceived benefits from gamification

Jonna Koivisto, Juho Hamari
2014 Computers in Human Behavior  
The findings show that women report greater social benefits from the use of gamification. Further, ease of use of gamification is shown to decline with age.  ...  In recent years, "gamification" has been proposed as a solution for engaging people in individually and socially sustainable behaviors, such as exercise, sustainable consumption, and education.  ...  individual study grants for both authors from the Finnish Cultural Foundation as well as carried out as part of research projects (40311/12, 40134/13) funded by the Finnish Funding Agency for Technology and  ... 
doi:10.1016/j.chb.2014.03.007 fatcat:puy7kgebgjd3tghdkrpln2wqg4

New Talent Signals: Shiny New Objects or a Brave New World?

Tomas Chamorro-Premuzic, Dave Winsborough, Ryne A. Sherman, Robert Hogan
2016 Industrial and Organizational Psychology  
From smartphone profiling apps to workplace big data, the digital revolution has produced a wide range of new tools for making quick and cheap inferences about human potential and predicting future work  ...  To this end, this article provides an overview of new talent identification tools, using traditional workplace assessment methods as the organizing framework for classifying and evaluating new tools, which  ...  Five Self-reports personality traits or minor traits Self-reports Social media analytics Big Five personality traits and values (identity claims) Resumés Professional social networks Experience  ... 
doi:10.1017/iop.2016.6 fatcat:tmkraezlafbrdfa7jlenmglmli

Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training [chapter]

Richard N. Landers, Rachel C. Callan
2011 Serious Games and Edutainment Applications  
Acknowledgement We offer special thanks to the Old Dominion University Research Foundation for funding a Summer Research Fellowship to support this project.  ...  This reflects a wide variety of learner traits, including psychological characteristics like intelligence, studiousness, trait motivation to learn, and so on.  ...  Consider the employee who wants to take on personal development projects to improve his own skills who works in an organization that does not provide any support for him to do so.  ... 
doi:10.1007/978-1-4471-2161-9_20 fatcat:yoeuzmtpmfcwldkvfwcqztlpyq

Good gamers, good managers? A proof-of-concept study with Sid Meier's Civilization

Alexander Simons, Isabell Wohlgenannt, Markus Weinmann, Stefan Fleischer
2020 Review of Managerial Science  
Human resource professionals increasingly enhance their assessment tools with game elements-a process typically referred to as "gamification"-to make them more interesting and engaging for candidates,  ...  assessments," including personality assessments.  ...  For example, strategy games may also offer potential to measure social and interpersonal skills and personality traits, as people may behave differently in a gaming environment than they would in a job-application  ... 
doi:10.1007/s11846-020-00378-0 fatcat:mz32tg7g25hgbfnpxhedfoyo5y

The Gamification of Learning: a Meta-analysis

Michael Sailer, Lisa Homner
2019 Educational Psychology Review  
This meta-analysis was conducted to systematically synthesize research findings on effects of gamification on cognitive, motivational, and behavioral learning outcomes.  ...  The results suggest that gamification as it is currently operationalized in empirical studies is an effective method for instruction, even though factors contributing to successful gamification are still  ...  reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made.  ... 
doi:10.1007/s10648-019-09498-w fatcat:p2pcjq3asrdq5gxg3lwzovohwm

QR code programming tasks with automated assessment

Lasse Hakulinen, Lauri Malmi
2014 Proceedings of the 2014 conference on Innovation & technology in computer science education - ITiCSE '14  
Gamification is the use of game design elements in non-game contexts, and achievement badges are one commonly used gamification method that can be used to provide optional challenges for students.  ...  We studied the use of achievement badges in a Data Structures and Algorithms course and found out that badges can be used to steer students' behavior even if they are not tied to tangible rewards such  ...  Badges try to intentionally make the environment more game-like and often they are linked to other gamification mechanisms such as leaderboards and points.  ... 
doi:10.1145/2591708.2591761 dblp:conf/iticse/HakulinenM14 fatcat:tnunlmqsnbasviwkg4xgcx5ona

The Comparative Self: Understanding the Motivation to Play and the Subsequent Video Game Use

Bastian Kordyaka, Katharina Jahn, Marius Müller, Björn Niehaves
2019 Conference of the Digital Games Research Association  
We discuss the contribution of our analyses to the research on players' personality, the motivation to play, and on video game use, and identify potential paths for future research.  ...  Thereby, we aim to illustrate that the self-concept is a richer approach than the widespread big five taxonomy as an operationalization of players' personality to explain the motivation to play and video  ...  On a level of design this could be achieved using elements of gamification to make executive functions visible to every player in form of awards or profile cards.  ... 
dblp:conf/digra/KordyakaJ0N19 fatcat:pnnnxofr4raqjf2ciovwsv5xbu

How (not) to introduce badges to online exercises

Lassi Haaranen, Petri Ihantola, Lasse Hakulinen, Ari Korhonen
2014 Proceedings of the 45th ACM technical symposium on Computer science education - SIGCSE '14  
Background on Games and Gamification McGonigal approached the definition of games from a trait perspective.  ...  Then it checks whether a criterion to award a badge is fulfilled. And based on this it either awards a badge and shows it to the user or shows the badge that was last awarded.  ... 
doi:10.1145/2538862.2538921 dblp:conf/sigcse/HaaranenIHK14 fatcat:l2pxhpfr7vdjlc73scmomrw65a

OLJ December 2021 25(4)

Mary Frances Rice
2021 Online Learning  
Acknowledgements This study is the improved version of the master thesis entitled, "The examination of gamification user types, motivation and academic achievement in open and distance learning", completed  ...  A part of the thesis was also presented at 12 th International Conference of Education, Research, and Innovation (ICERI2019) and published in proceedings as a study entitled, "Distribution of Hexad gamification  ...  Award of the OTL SIG.  ... 
doi:10.24059/olj.v25i4.3164 fatcat:eklvlanbm5bgrix3gx2mlek3m4

Increasing HIV Testing and Viral Suppression via Stigma Reduction in a Social Networking mHealth Intervention Among Black and Latinx Young Men Who Have Sex with Men and Transgender Women (HealthMpowerment): Protocol for a Randomized Controlled Trial (Preprint)

Kathryn Elizabeth Muessig, Jesse M Golinkoff, Lisa B Hightow-Weidman, Aimee E Rochelle, Marta I Mulawa, Sabina Hirshfield, Lina A Rosengren-Hovee, Subhash Aryal, Nickie Buckner, M Skye Wilson, Dovie L Watson, Steven Houang (+1 others)
2020 JMIR Research Protocols  
content and social support to reduce intersectional stigma and improve HIV-related outcomes among YBLMT.  ...  Stigma and discrimination related to sexuality, race, ethnicity, and HIV status negatively impact HIV testing, engagement in care, and consistent viral suppression (VS) among young Black and Latinx men  ...  Data informing revisions for HMP 2.0 were analyzed through a grant from NIMH (mPIs: JB and KM, R21MH105292). MM is also supported by NIMH under award number K01MH118072.  ... 
doi:10.2196/24043 pmid:33325838 pmcid:PMC7773515 fatcat:cryngqsld5bkzg66kl367gqbp4

Engineering digital motivation in businesses: a modelling and analysis framework

Alimohammad Shahri, Mahmood Hosseini, Jacqui Taylor, Angelos Stefanidis, Keith Phalp, Raian Ali
2019 Requirements Engineering  
Gamification, persuasive technology, and entertainment computing are example strands of such a paradigm.  ...  Digital motivation refers to the use of software-based solutions to change, enhance, or maintain people's attitude and behaviour towards specific tasks, policies, and regulations.  ...  reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made.  ... 
doi:10.1007/s00766-019-00312-1 fatcat:3ojbkiddbvfwxivko72x3qy6wq

13. Problem Mobile Phone Use in Spanish and British Adolescents: First steps towards a cross-cultural research in Europe [chapter]

Olatz Lopez-Fernandez
2015 The Psychology of Social Networking Vol.2  
Acknowledgment: This work was funded by the Regional Government of Andalusia, Spain (Excellence Research Projects SEJ-7204) awarded to the second author. Alvaro I.  ...  Acknowledgements: We are grateful to the participants of this study.  ...  Internal factors which may influence presence in the VE relate to the user's idiosyncratic interpretations, feelings, and reactions because of their personal experiences, personality traits, or mental  ... 
doi:10.1515/9783110473858-015 fatcat:7wtygoyu7nejfm3wydfzyv7zz4

Personalityzation: UI Personalization, Theoretical Grounding in HCI and Design Research

Ofer Arazy, Oded Nov, Nanda Kumar
2015 AIS Transactions on Human-Computer Interaction  
To date, UI personalization approaches have been largely divorced from psychological theories of personality, and the user profiles constructed by extant personalization techniques do not map directly  ...  onto the fundamental personality traits examined in the psychology literature.  ...  Acknowledgments We thank the review committee for helping to develop this manuscript. This research was supported in part by NSF Award IIS 1149745.  ... 
doi:10.17705/1thci.00065 fatcat:uyxdnwml6jh3hkc6tyj44icp4e
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