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Gamification has been widely accepted in the HCI community in the last few years. However, the current debate is focused on its short-term consequences, such as effectiveness and usefulness, while its side-effects, long-term criticalities and systemic impacts are rarely raised.
RAPP, AMON +4 more
openaire +7 more sources
Eleven game elements for female nonadaptive gamification courses. [PDF]
Based on the HEXAD framework, this study examines the size of female gamification user types and explores universal game elements for developing nonadaptive courses. A HEXAD scale questionnaire completed from 309 female university students. Data analysis was completed using frequency measures and the one-way ANOVA test.
Alsofyani MM.
europepmc +4 more sources
Attentional Bias Modification With Serious Game Elements: Evaluating the Shots Game.
Young adults often experiment with heavy use of alcohol, which poses severe health risks and increases the chance of developing addiction problems. In clinical patients, cognitive retraining of automatic appetitive processes, such as selective attention toward alcohol (known as "cognitive bias modification of attention," or CBM-A), has been shown to be
Boendermaker WJ +3 more
europepmc +5 more sources
Application of the Educational Escape Room in an Interdisciplinary Lesson on Art & Mathematics
The application of an interdisciplinary approach in the educational process has the potential to place students in an environment where learning becomes an exciting experience, helping them discover and overcome difficulties together, promoting learning,
Irina Mishkova-Yotova, Zoya Borisova
doaj +1 more source
Blazing fire or breezy wind? A story-driven playful experience for annotating dance movement
The annotation of animated motion-captured segments is a challenging, interdisciplinary task, especially when it comes to characterizing movement qualitatively.
Lori Kougioumtzian +5 more
doaj +1 more source
Clustering Users to Determine the Most Suitable Gamification Elements
The use of gamification elements has extended from being a complement for a product to being integrated into multiple public services to motivate the user.
Alejandro Blanco-M +2 more
doaj +1 more source
A Serious Games and Game Elements Based Approach for Patient Telerehabilitation Contexts
There are several factors involved in telerehabilitation therapy, such as the patient’s engagement in the activity. In this context, the therapist’s active participation is compromised and, on the other hand, the exercises performed are often repetitive ...
Carlos Henrique Rorato Souza +4 more
doaj +1 more source
Introduction: With new generations of students entering the educational system and calling for novel adult learning approaches, such as gamification, traditional didactics seem to be diminishing in importance.
Nino Fijačko +5 more
doaj +1 more source
Gamification is a potential approach to foster motivation and engagement in different contexts which popularity in recent years has encouraged its application in a diversity of domains, including health, education, business, society, or tourism. However,
Manuel Trinidad +2 more
doaj +1 more source
Game Awareness: A Questionnaire
This paper deals with one of the possible methodological approaches to an empirical examination of game awareness. Such an outline should enable the gathering of a deeper understanding of individuals’ awareness.
Katarina Kostelić
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