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