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The rise of motivational information systems: A review of gamification research
Today, our reality and lives are increasingly game-like, not only because games have become a pervasive part of our lives, but also because activities, systems and services are increasingly gamified.
Jonna Koivisto, Juho Hamari
exaly +2 more sources
Gamification in theory and action: A survey
Gamification has drawn the attention of academics, practitioners and business professionals in domains as diverse as education, information studies, human-computer interaction, and health.
Katie Seaborn, Deborah I Fels
exaly +2 more sources
Gamification in medical education: identifying and prioritizing key elements through Delphi method
Background Gamification has gained popularity in medical education, but key elements have not been formally identified. This study aimed to generate and prioritize a list of key elements of gamification in medical education.Methods This study utilized a ...
Yung-Fu Wang +3 more
doaj +2 more sources
Gamification in EFL/ESL instruction: A systematic review of empirical research
IntroductionThis systematic review aims to present the characteristics of the recent research in gamified EFL/ESL instruction, benefits and drawbacks of using gamification in EFL/ESL instruction, and gamification elements.MethodsThe researchers carried ...
Songcun Zhang, Zuwati Hasim
doaj +2 more sources
The Wild Probes (WPs) are a set of hybrid tools for designers and researchers to facilitate multi-stakeholder co-design engagements within the forest.
Ferran Altarriba Bertran +8 more
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The Rise of Interactional Multimodality in Human-Computer Interaction
The field of human-computer interaction (HCI) investigates the intersection between the design of devices and users. From an early focus on interaction modeling based on psychological experiments, the field has since experienced a shift towards the study
Нильс Кловайт +1 more
doaj +1 more source
Towards a comprehensive methodology for applying enterprise gamification [PDF]
Gamification as a new concept uses game elements in a novel way to engage users of a non-gaming system and can be used in many domains within an enterprise, to implement the organizational processes with lower costs, higher quality or in a more efficient
Fathian, Mohammad +4 more
doaj +1 more source
As a result of the Fourth Industrial Revolution and the World Pandemic, the work processes have undergone major changes. This article analyses the gamification of training for adults, stressing the value it can have for transformative learning.
Brigitta Pia Alioto, Donatella Persico
openaire +1 more source
Gamification for climate change engagement: review of corpus and future agenda
Both bottom-up and top-down initiatives are essential for addressing climate change effectively. These include initiatives aiming to achieve widespread behavioral change towards reduction of greenhouse gas emissions as well as pursuing education ...
Daniel Fernández Galeote +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
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