Results 131 to 140 of about 67,213 (296)

Shame as a mediator of the association of childhood emotional abuse with aversive cognitive perseveration in adults

open access: yesBritish Journal of Psychology, EarlyView.
Abstract Childhood emotional abuse (CEA) has been linked to response‐focused emotion regulation in adulthood. However, the underlying mechanisms remain unexplored. This pre‐registered study examined whether shame mediates the association between CEA history and aversive cognitive perseveration (ACP), including brooding rumination, experiential ...
Mohammadali Amini‐Tehrani   +4 more
wiley   +1 more source

Evaluating Creative Output With Generative Artificial Intelligence: Comparing GPT Models and Human Experts in Idea Evaluation

open access: yesCreativity and Innovation Management, Volume 34, Issue 4, Page 991-1012, December 2025.
ABSTRACT Traditional techniques for evaluating creative outcomes are typically based on evaluations made by human experts. These methods suffer from challenges such as subjectivity, biases, limited availability, ‘crowding’, and high transaction costs. We propose that large language models (LLMs) can be used to overcome these shortcomings.
Theresa Kranzle, Katelyn Sharratt
wiley   +1 more source

+10! Gamification and deGamification

open access: yesG|A|M|E The Italian Journal of Game Studies, 2012
This article investigates the cultural meaning of gamification and of its degamificator power. In particular we will see what gamification is (+1), which are the levels of analysis (+2), how gamification makes explicit how culture derives from the game (+
Ivan Mosca
doaj  

Gamification and Services: Designing Engaging Experiences for Value Creation

open access: yes
openNegli ultimi anni, la Gamification si è affermata come strumento strategico per migliorare l’esperienza dell’utente in contesti non ludici, grazie all’integrazione di elementi di game design nei servizi.
D'ESTE, TOMMASO
core  

Game‐Based Formats in Creativity and Innovation Management: Configurations, Practices and Directions

open access: yesCreativity and Innovation Management, EarlyView.
ABSTRACT This lead paper introduces a special issue, with seven papers included, that investigates how game‐based formats can enhance creativity and innovation funnels, with a focus on four cross‐cutting themes: (1) the purpose of the applied use of games and the epistemological reasoning behind organisational change concerns, (2) a deeper focus on ...
Sune Gudiksen, Rui Patricio
wiley   +1 more source

Safety strategies for everyday community physical activity by adults with cerebral palsy and high support needs: A qualitative case series

open access: yesDevelopmental Medicine &Child Neurology, EarlyView.
Safety strategies used by adults with complex forms of cerebral palsy when participating in community‐based physical activity were explored in this study. Physical assistance was the main safety strategy in use, provided for four key purposes. The attributes of support people in community settings was key to experiences of safety.
Georgia B McKenzie   +6 more
wiley   +1 more source

Integrating Gamification: The Human-Centered Gamification Process

open access: yesProceedings of the 17th International Conference on Web Information Systems and Technologies, 2021
Alischa Thomas   +3 more
openaire   +1 more source

Development and Evaluation of an Online Learning Tool for Undergraduate Education in Dental Traumatology

open access: yesDental Traumatology, EarlyView.
ABSTRACT Aim To develop a self‐paced digital learning tool incorporating newer learning strategies for dental students to supplement existing undergraduate teaching in dental traumatology (DT). The secondary aim was to pilot the learning tool to evaluate learner experience and changes in immediate knowledge scores.
Anne C. O'Connell   +2 more
wiley   +1 more source

Exploring gamification as a tool for lead generation.

open access: yes
reservedLa tesi analizza l'evoluzione delle sfide legate alla lead generation nel contesto digitale, indagando come la gamification possa rappresentare una leva per migliorare le strategie di acquisizione dei contatti, sia in termini quantitativi che ...
BONATO, ELETTRA
core  

Notes on gamification and education

open access: yes
The classroom is a dynamic space where active and exploratory methodologies, such as gamification, promote cooperation, critical thinking, motivation, and meaningful learning.
González Vallejo, Rubén
core   +1 more source

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