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Validating the Effectiveness of Data-Driven Gamification Recommendations: An Exploratory Study [article]

Armando Toda, Paula Palomino, Luiz Rodrigues, Wilk Oliveira, Lei Shi, Seiji Isotani, Alexandra Cristea
2020 arXiv   pre-print
The exploratory study presented in this paper thus aims at verifying how data-driven gamified strategies are perceived by the students, i.e., the users of e-learning environments.  ...  Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics.  ...  Acknowledgements The authors would like to thank the funding provided by FAPESP (Projects 2018/15917-0; 2016/02765-2; 2018/11180-3; 2018/07688-1), CAPES and CNPq.  ... 
arXiv:2008.05847v1 fatcat:ctnxk7fif5brjm5j5rjnrhaczi

Improved Matching of Cybersecurity Professionals' Skills to Job-Related Competencies: An Exploratory Study

John Galliano
2017 Figshare  
to knowledge was to begin addressing this knowledge gap by conducting a Delphi design study and to assay the consensus of a panel of experts in the State of Hawai'i using unstructured, open-ended interviews  ...  Despite the documented shortage of cybersecurity professionals, there is scant rigorous evidence to inform managers and organizations on the most effective ways to assess candidate original contribution  ...  Sample size requirements in qualitative research are driven by the concept of saturation (Fusch & Ness, 2015) where the researcher focuses more on data quality than on data quantity.  ... 
doi:10.6084/m9.figshare.5631997.v1 fatcat:4lzemdjzrndoha7gkmbtf7kcjq

An Exploratory Study of Mobile-Based Scenarios for Foreign Language Teaching in Early Childhood

Markos Konstantakis, Aggeliki Lykiardopoulou, Electra Lykiardopoulou, Georgia Tasiouli, Georgios Heliades
2022 Education Sciences  
As a result of this tendency and the need for new communication methods, language instructors are driven to include cutting-edge language teaching approaches, resources, and materials in their classroom  ...  On the basis of this assumption, we created three distinct groups of students, and the outcomes from the assessment technique show that mobile language learning enhances children's experiences and increases  ...  Data Availability Statement: Not applicable. Conflicts of Interest: The authors declare no conflict of interest.  ... 
doi:10.3390/educsci12050306 fatcat:e4dwwiobjjgzvb5chomztniatu

An Exploratory Study of the Role of the Human Resource Information System Professional

Sapora Bradley
2019 Athens Journal of Τechnology & Engineering  
Findings The exploratory nature of the design provided an extensive amount of data.  ...  Discussion of Key Findings The exploratory nature of the design resulted in an extensive amount of qualitative data.  ... 
doi:10.30958/ajte.6-1-4 fatcat:mgj6ejns2jgx7nxqth3lxcgl5e

Recommendations for Implementing Gamification for Mental Health and Wellbeing

Vanessa Wan Sze Cheng
2020 Frontiers in Psychology  
Definitions of the term "gamification" vary, sometimes widely, between and within academic fields and the effectiveness of gamification is yet to be empirically established.  ...  With reference to game studies and the medical (eHealth/mHealth) literature, this article interrogates gamification for mental health and wellbeing by examining core properties of the game form.  ...  As gamification is still an emerging area of inquiry, the majority of research is exploratory and solution-focused instead of evaluative.  ... 
doi:10.3389/fpsyg.2020.586379 pmid:33365001 pmcid:PMC7750532 fatcat:tmwjlmyqgvhxpgncep5wdwuwru

Higher Education Students' Assessments towards Gamification and Sustainability: A Case Study

María Jesús Santos-Villalba, Juan José Leiva Olivencia, Magdalena Ramos Navas-Parejo, María Dolores Benítez-Márquez
2020 Sustainability  
In our study, we examined higher education students' assessments in the University of Malaga on the design of educational gamification and the teaching criteria that relate to gamification, and its effect  ...  Partial least squares structural equation modeling was computed for these data based on an exploratory–confirmatory model and using SmartPLS version 3.3.2.  ...  Data and Method Data and Measures The data collection method used for this analysis was a questionnaire developed specifically for gamification and sustainability based on an established scale used in  ... 
doi:10.3390/su12208513 fatcat:snrnj6nmg5eutpnfqaojvly734

Challenges and Recommendations for the Design and Conduct of Global Software Engineering Courses

Tony Clear, Sarah Beecham, John Barr, Mats Daniels, Roger McDermott, Michael Oudshoorn, Airina Savickaite, John Noll
2015 Proceedings of the 2015 ITiCSE on Working Group Reports - ITICSE-WGR '15  
the final report.  ...  ACKNOWLEDGEMENTS We would like to thank the working group leaders for their support during this challenging process, and to the anonymous reviewers for giving their time and expertise to help us improve  ...  A visual design tree and data flow diagram, for example, could be used as an effective teaching tool for CS1.  ... 
doi:10.1145/2858796.2858797 dblp:conf/iticse/ClearBBDMOSN15 fatcat:wrwh6tsjozfx5ny3grupiymxzq

Validity and Reliability of a Wearable Fitness Technology Scale in Portugal

Vera Pedragosa, Salvador Angosto, Celina Gonçalves
2022 International Journal of Environmental Research and Public Health  
The aim of this study was the validation of the reliability of the use of Wearable Fitness Technology (WFT) in the context of fitness through quantitative analysis.  ...  An Exploratory Factor Analysis (EFA) (Factor v10) and a Confirmatory Factor Analysis (CFA) (AMOS v22.0) were used to test the item fit.  ...  According to the results of the study, the research identified a strong positive correlation between gamification and effective motivational strategies for athletes.  ... 
doi:10.3390/ijerph19105927 fatcat:st6cym4pf5hx3mblqjt4np3bti

Gamification Approaches for Education and Engagement on Pro-Environmental Behaviors: Searching for Best Practices

Tania Ouariachi, Chih-Yen Li, Wim J. L. Elving
2020 Sustainability  
Scholars and practitioners in the field of education call for innovative ways of engaging youth—a reason why gamification has gained more attention in recent years.  ...  Insights from this study can help educators to select best practices and gamification designers to better influence behavioral change through game mechanics.  ...  Conflicts of Interest: The authors declare no conflict of interest.  ... 
doi:10.3390/su12114565 fatcat:mtgpmqmoyfbvrp7v4m7gfum4mi

The Future of Meetings: Outcomes and Recommendations

Vanessa A. Moss, Aidan W. Hotan, Rika Kobayashi, Glen A. Rees, Coralie Siegel, Chenoa D. Tremblay, Claire E. Trenham, Ulrich Engelke, Amanda Gray, Natasha Hurley-Walker, Goedele Roos
2020 Zenodo  
Over a period of three days (15th - 17th September 2020), we organised and hosted an entirely-virtual symposium on "The Future of Meetings" (hereafter, TFOM).  ...  Our goal is to share the many lessons we learned in putting TFOM together, as well as our recommendations for best practice for interactions (especially of a virtual kind) going forward.  ...  Acknowledgements We would like to acknowledge the CSIRO Research Office for their support, funding and enthusiasm, which were critical to the success of TFOM.  ... 
doi:10.5281/zenodo.4345561 fatcat:rv2l7pzqlvfiroaxhkpsuyzanu

Using Gamification to Motivate Students with Dyslexia

Daniel Gooch, Asimina Vasalou, Laura Benton, Rilla Khaled
2016 Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems - CHI '16  
However, to date the majority of studies in the context of education have predominantly focused on University students.  ...  approaches to how gamification is studied.  ...  We thank all of the teachers and children who took part in this research and graciously donated their time.  ... 
doi:10.1145/2858036.2858231 dblp:conf/chi/GoochVBK16 fatcat:u5oxnquv55cypf3776j4d5n5fm

Empirical Investigation of Participation on Crowdsourcing Platforms

Abhishek Behl, Pratima Sheorey, Meena Chavan, Kokil Jain, Isha Jajodia
2021 Journal of Global Information Management  
Our study uses game elements and information quality grounded in Motivational Affordance Perspective (MAP) to study the intrinsic and extrinsic participation on a crowdsourcing platform.  ...  Moreover, with the growing scale of information, the participants would need to focus on the quality of information to achieve sustainable participation.  ...  Based on the results, we confirm construct validity for the data.  ... 
doi:10.4018/jgim.20211101.oa14 fatcat:urcxtzhiz5foxhzgnq3hxcn2tu

Exploring Graduate Students' Perspectives towards Using Gamification Techniques in Online Learning

Daniah ALABBASI
2017 The Turkish Online Journal of Distance Education  
The study used exploratory research and survey as the data collection tool.  ...  The purpose of this research study was to explore graduate students' perspectives toward the use of gamification techniques in online learning.  ...  Design and Participants The research study used an exploratory research approach.  ... 
doi:10.17718/tojde.328951 fatcat:5gcoero27faprf4rm5mfshf6xu

Cogent:A Case Study of Meaningful Gamification in Education with Virtual Currency

Yang Chen, Terry Burton, Mihaela Vorvoreanu, David M Whittinghill
2015 International Journal of Emerging Technologies in Learning (iJET)  
The case study explains the rules of the Cogent system and investigates its effectiveness to motivate students to learn.  ...  The results indicate that Cogent played an encouraging and motivational role for these students and suggest potential for the successful design and implementation of meaningful gamification systems to  ...  It is therefore important to study various implementations of gamification in order to design a successful system that minimizes negative side effects.  ... 
doi:10.3991/ijet.v10i1.4247 fatcat:3o7kb4rjqfgmrkf5gybwej5npa

Adaptation and Validation of the Scale of Types of Users in Gamification with the Spanish Adolescent Population

Ana Manzano-León, Pablo Camacho-Lazarraga, Miguel A. Guerrero-Puerta, Laura Guerrero-Puerta, Antonio Alias, Rubén Trigueros, José M. Aguilar-Parra
2020 International Journal of Environmental Research and Public Health  
Therefore, the purpose of this study was to validate the Gamification User Types Hexad Scale for the Spanish adolescent population.  ...  The results provide evidence of a valid and reliable six-factor instrument to measure the types of players in the Spanish adolescent population, regardless of their sex.  ...  The objective of this study has been to validate the Gamification User Types Hexad Scale for adolescent population.  ... 
doi:10.3390/ijerph17114157 pmid:32532149 fatcat:cbwiz4rmlner5itzdtnq2655zu
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