Results 11 to 20 of about 78,726 (342)
No Pain, no Gain? Investigating motivational mechanisms of game elements in cognitive tasks [PDF]
The literature on serious games and gamification suggests that game elements have a positive influence on learning and performance in cognitive tasks. However, the mechanisms by which game elements affect these outcomes are not well understood.
K. Bernecker, M. Ninaus
semanticscholar +3 more sources
Attentional Bias Modification With Serious Game Elements: Evaluating the Shots Game. [PDF]
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
A qualitative investigation of student perceptions of game elements in a gamified course
As gamification grows in popularity, there has been increased interest in its potential as a motivating and engaging learning strategy. Yet, it is still a controversial issue in education and has received several criticisms.
Tuğçe Aldemir +2 more
exaly +2 more sources
Game elements improve performance in a working memory training task [PDF]
The utilization of game elements in a non-game context is currently used in a vast range of different domains. However, research on game elements’ effects in cognitive tasks is still sparse. Thus, in this study we implemented three game elements, namely,
Manuel Ninaus +6 more
doaj +3 more sources
Game elements from literature review of gamification in healthcare context
Gamification is a conceptual framework to apply game elements and techniques to improve the interesting process in non-game context. Gamification offers the motivation approach to motivate the player to handle the challenge tasks with game mechanics ...
Sakchai Muangsrinoon, Poonpong Boonbrahm
doaj +2 more sources
Europa Universalis IV and Deep Learning: Historical Accuracy, Counterfactuals and Historical Themes [PDF]
This article examines issues encountered with Europa Universalis IV (EUIV) in terms of teaching history in adult learning. The article identifies the educational limitations of the game, as well as the types of history that can be learnt from it.
Loban, Rhett
core +2 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
In recent years, gamification has captured the attention of researchers and educators, particularly in science education, where students often express negative emotions.
Alkinoos-Ioannis Zourmpakis +2 more
semanticscholar +1 more source
Learning Science, Technology, Engineering, and Mathematics (STEM) subjects in an online medium can be difficult and tedious. Lengthy facts with technical terms, complex images, and explanations are among the reasons that make STEM subjects less desirable
Ratna Zuarni Ramli +7 more
semanticscholar +1 more source

