Results 21 to 30 of about 4,498,628 (333)
Several studies have been conducted in recent years into the effects of gamification on learner motivation. However, little is known about how learner profiles affect the impact of specific game elements.
Stéphanie Reyssier +5 more
semanticscholar +1 more source
Game Elements towards More Sustainable Learning in Object-Oriented Programming Course
Gamification of education is considered to have the capacity to increase students’ engagement in a learning process; to drive learning and skills acquisition; and creates changes for more sustainable behavior. Sustainable behavior is especially important
V. Jusas +2 more
semanticscholar +1 more source
Designing Personalized Persuasive Game Elements for Older Adults in Health Apps
The use of gamification elements in health apps has been shown to promote healthy behaviors. However, one-size-fits-all gamification strategy does not have the best persuasive effect.
Yongyan Guo, Tong Yuan, Siyu Yue
semanticscholar +1 more source
No Pain, no Gain? Investigating motivational mechanisms of game elements in cognitive tasks
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 +1 more source
Low levels of concern about anthropogenic climate change have been attributed to a range of factors, some of which relate to education. These include people’s lack of understanding and engagement with the multifaceted nature and extent of the problem ...
Rui Leitão +4 more
semanticscholar +1 more source
In recent years, mobile applications (apps) have been increasingly used and investigated as a vocabulary learning approach. Despite the extensive use of commercial English as a Foreign Language (EFL) vocabulary learning apps in China, there is a lack of ...
Fu Lee Wang
semanticscholar +1 more source
The Role of Steps and Game Elements in Gamified Fitness Tracker Apps: A Systematic Review
This article reviews 103 gamified fitness tracker apps (Android and iOS) that incorporate step count data into gameplay. Games are labeled with a set of 13 game elements as well as meta-data from the app stores (e.g., avg rating, number of reviews ...
Aatish Neupane +3 more
semanticscholar +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
Use of Augmented Reality with Game Elements in Education
This paper reviews the literature and analyzes the research topics on the use of augmented reality technology in education with possible integration of game elements, in order to obtain a synthesis of previous knowledge related to the topic in the period
Tamara Ređep, Goran Hajdin
semanticscholar +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
doaj +1 more source

