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Qualitative Assessment of Effective Gamification Design Processes Using Motivators to Identify Game Mechanics

Eva Villegas, David Fonseca, Enric Peña, Paula Bonet, Sara Fernández-Guinea
2021 Sensors  
This research focuses on the study and qualitative assessment of the relationships between motivators and game mechanics per the ratings of expert gamification consultants.  ...  As a result, a higher level of personalization is achieved and, consequently, approximates a higher level of gamification effectiveness.  ...  design; and the design itself, which allows us to develop projects according to the necessary processes [1] because they are planned according to the motivators and needs of the potential users to whom  ... 
doi:10.3390/s21072556 pmid:33917409 pmcid:PMC8038701 fatcat:wdaypc6x4ne37ls4nculxrkbga

Enhanced Learning Technologies in 3D Modelling. Learning and Gamification Qualitative Assessment

Fonseca David, Villagrasa Sergi, Labrador Emiliano
2019 Insights of Anthropology  
This whole process is performed using gamification techniques to embed the assessment of the 3D models with the objective of improving student learning.  ...  The new approach is to use gamification techniques and game engines in order to assess planned tasks in which students can demonstrate the skills they developed in the scenarios.  ...  Learning and Gamification Qualitative Assessment.  ... 
doi:10.36959/763/481 fatcat:4523kryj65h3nm6pxe6u7ktgme

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

Ali Khaleghi, Zahra Aghaei, Mohammad Amin Mahdavi
2020 JMIR Serious Games  
required to investigate the interplay of cognitive processes and game mechanics.  ...  Gamification, the use of game elements in non-game settings, has been heralded as a potential mechanism for increasing participant engagement in cognitive tasks.  ...  Iterative processes enable the team to obtain more creative and effective gamification designs.  ... 
doi:10.2196/21900 pmid:33819164 fatcat:c4b534qx4bestdfbsnxursrs24

A Meta-Synthesis On The Application Of Gamification In The Higher Education Co-Curricular Environment

Laura Mammone, Nancy Maynes
2019 Teaching and Learning  
This meta-synthesis concluded that, due to the lack of consistent gamification structures and the large range of game mechanics and dynamics being utilized in various studies, it is difficult to determine  ...  This study also aimed to explore the current best practices of gamification in order to define a consistent structure to create a gamified initiative.  ...  Reality doesn't motivate us as effectively. Reality isn't engineered to maximize our potential.  ... 
doi:10.26522/tl.v12i1.443 fatcat:dxntqugisncwdbcrnzabu5lvre

Gamification-Based Assessment: The Washback Effect of Quizizz on Students' Learning in Higher Education

Muhammad Dafit Pitoyo, Sumardi Sumardi, Abdul Asib
2020 IJoLE: International Journal of Language Education  
Teachers are able to take the advantages of the integration of technology and assessment to get really detail information of students test to create a good teaching process.  ...  They were interested in elements of game such as Leaderboard, Meme, Time restriction, and Test report. Keywords: Assessment, Technology, Gamified test, Elements of game, Washback effect.  ...  They explained to design gamification based assessment into three steps. The first process is to select the dynamics of the test and second process is to select the appropriate mechanic of the test.  ... 
doi:10.26858/ijole.v4i2.8188 fatcat:pp7gkju5kjfalj2uay3dp32eku

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

Kingsley Ofosu-Ampong
2020 Journal of Educational Technology Systems  
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  ...  Using highlighted themes from Kirriemuir and McFarlane's review on games and education as a starting point, the study identified 32 published papers.  ...  He defined gamification as "the use of game thinking and game mechanics to meet non-game ends" (p. 2).  ... 
doi:10.1177/0047239520917629 fatcat:eqjw2y6vrnfzjp5trutnztsgpm

Gamification in Science Education. A Systematic Review of the Literature

Michail Kalogiannakis, Stamatios Papadakis, Alkinoos-Ioannis Zourmpakis
2021 Education Sciences  
, game elements, and assessment tools.  ...  This study's objective is to present the empirical findings of the state-of-the-art literature on the use of gamification in science education.  ...  Gamification, according to Kapp ([7] , p. 10), is defined as "the use of game design elements, game-play mechanics, aesthetics, and game thinking for non-game applications to motivate students."  ... 
doi:10.3390/educsci11010022 fatcat:3uwqd56y3nac5j7q5l5gykaupe

Models of Instructional Design in Gamification: A Systematic Review of the Literature

Alberto González-Fernández, Francisco-Ignacio Revuelta-Domínguez, María Rosa Fernández-Sánchez
2022 Education Sciences  
Gamification allows for the implementation of experiences that simulate the design of (video) games, giving individuals the opportunity to be the protagonists in them.  ...  stages, this systematic review of the literature identifies those instructional design models applied in the field of gamification, as well as its educational significance.  ...  The purple cluster is related to the design process of gamification systems through (video) game elements and mechanics.  ... 
doi:10.3390/educsci12010044 fatcat:37rod42a45bejbuexwlo6bhzym

Introducing gamification to increase staff involvement and motivation when conducting software process improvement initiatives in small-sized software enterprises

Ivan Garcia, Carla Leninca, Jose Calvo-Manzano
2019 IET Software  
The effects of gamification were assessed using quantitative and qualitative methods to show that this strategy can increase the involvement, motivation, and ambition of the participating staff.  ...  In this study, a gamification strategy was designed to add game-like elements into the GamiSPI tool for supporting SPI activities.  ...  With this aim in mind, the following section provides the preliminary results obtained in a case study designed to quantitatively and qualitatively assess the effects of the gamification environment on  ... 
doi:10.1049/iet-sen.2018.5246 fatcat:giqz6zfzmzh3lghmgcs2toaeda

Systematic Review of Gamification Research in IS Education: A Multi-method Approach

Babajide Osatuyi, Temidayo Osatuyi, Ramiro de la Rosa
2018 Communications of the Association for Information Systems  
Gamification refers to the use of game mechanics and game dynamics in non-gaming environments and contexts.  ...  In this paper, we use a multi-method approach to systematically review existing research on gamification in IS education to identify common terminologies, identify trends in topics studied, highlight understudied  ...  Discussion of Systematic Review Results Once we classified the papers based on their topics and methods, we conducted a frequency analysis to identify the trend of the categories and place each into its  ... 
doi:10.17705/1cais.04205 fatcat:dctj6xssrva47pfn2dknhv5vfm

Towards a comprehensive methodology for applying enterprise gamification

Mohammad Fathian, Hossein Sharifi, Elnaz Nasirzadeh, Ronald Dyer, Omar Elsayed
2021 Decision Science Letters  
Gamification as a new concept uses game elements in a novel way to engage users of a non-gaming system and can be used in many domains within an enterprise, to implement the organizational processes with  ...  The evaluation of the methodology showed that it is an appropriate and perfect way to design gamification solutions in an organization, besides the enterprise needs to provide the necessary conditions  ...  So, only the use of game mechanics cannot lead to the gamification objectives.  ... 
doi:10.5267/j.dsl.2021.3.002 fatcat:pkeegrdlczfdvj7pvdazqje544

Main gamification concepts: A systematic mapping study

Luís Filipe Rodrigues, Abílio Oliveira, Helena Rodrigues
2019 Heliyon  
Further, highlights the usefulness of Leximancer for qualitative content analysis, in this field of research.  ...  , we conclude that the researchers identified eight themes (gamification; game; use; users; business; points; engagement; learning) and twenty-eight related concepts.  ...  these effects." "… how far gamification can be used to improve our lives." " … analyze the moderating effects of demographic variables on the effectiveness of social factors in motivating the use of such  ... 
doi:10.1016/j.heliyon.2019.e01993 pmid:31360779 pmcid:PMC6639688 fatcat:siuqy5imubfk7ojlsbqpychsfu

The role of gamification in education–a literature review

Garamkhand Surendeleg, Violet Murwa, Han-Kyung Yun, Yoon Sang Kim
2014 Contemporary Engineerng Sciences  
Current situation on research of "Gamification in education" is still at initial stages where all of them aim to improve the effectiveness of education activity using game elements.  ...  In this paper, we seek to answer the following questions; "how can we make education more interesting?" and "what is the role of gamification in adult learning process?"  ...  The authors acknowledge Korea International Cooperation Agency (KOICA) who gave them the opportunity to come to this great country on scholarship at Korea University of Technology and Education (KOREATECH  ... 
doi:10.12988/ces.2014.411217 fatcat:hw3thlqcrra2ddgdmgr6ntaej4

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

Avo Schönbohm, Alexandra Jülich
2016 International Journal of Serious Games  
The findings suggest that gamification can be a valuable tool for SMEs to enhance their risk management process.  ...  This study analyzes the potential benefits gamification can offer to SMEs in the area of risk management.  ...  Experiment design: gamified risk management workshop To assess possible effects of the gamification of the risk management process in SMEs, a gamified risk management workshop emulating a treatment for  ... 
doi:10.17083/ijsg.v3i2.117 fatcat:rnaqgvf45jftfh5bvi753hvk3e

The Effects of Gamification on E-learning Education: Systematic Literature Review and Conceptual Model

Zineb Sabri, Youssef FAKHRI, Aniss MOUMEN
2022 Statistics, Optimization and Information Computing  
This paper discusses the use of games in education, then presents a literature review about learning theories, game theory and design, game development process and tools.  ...  Gaming in education aims to simplify and improve the learning process using technology.  ...  the process. • What: this aspect aims to define the data, the content and the course. • How: the how dimension serves to identify the game elements to use in the gamification process.  ... 
doi:10.19139/soic-2310-5070-1115 fatcat:ripa3psh4baepf63n7fmgm2pya
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