Results 141 to 150 of about 140,188 (287)
Using Gameplay Patterns to Gamify Learning Experiences [PDF]
Gamification refers to the use of gaming elements to enhance user experience and engagement in non-gaming systems. In this paper we report the design and implementation of two higher education courses in which ludic elements were used to enhance the ...
Fabricatore, Carlo, López, Ximena
core
Acting authentically: Using play to cultivate authentic interrelating in role performance
Summary Research is increasingly demonstrating that authenticity and human connection are fundamental and interrelated human needs. However, organizational roles often constrain authenticity and connection in workplace interactions, especially roles that are highly scripted.
Lyndon E. Garrett
wiley +1 more source
Promoting Fun or Competition? Testing Interventions on Ludic and Agonistic Work Design
ABSTRACT Research highlights the benefits of play‐at‐work, yet little is known about training employees to self‐initiate it. We tested two programs to train employees on designing work with elements of fun (ludic work design [LWD]) or competition (agonistic work design [AWD]).
Jan E. Walsken +2 more
wiley +1 more source
This study investigates how playful and frugal values can be integrated to support inclusive and sustainable STEM learning in resource-constrained and culturally diverse contexts.
Sylvester Arnab +4 more
doaj +1 more source
How to Conduct a Multi‐Domain Systematic (Literature) Review? Guidelines Using The Lotus Protocol
ABSTRACT Complex challenges increasingly demand multidisciplinary research across intersecting knowledge domains. However, existing systematic (literature) review protocols offer limited guidance and tend to confine scholars to single‐domain or single‐intersection reviews.
Bart J. A. van Bueren +6 more
wiley +1 more source
ABSTRACT Grassroots and civic organizations are increasingly recognized as “middle actors” in sustainability, leveraging ICT‐driven solutions to bridge top‐down policies with bottom‐up citizen engagement and behavioral change. This study examines how civic organizations in Finland and Singapore integrate digital tools to support sustainable waste ...
Mikhail Ola Adisa +4 more
wiley +1 more source
Training Competences in Industrial Risk Prevention with Lego® Serious Play®: A Case Study [PDF]
This paper proposes the use of the Lego® Serious Play® (LSP) methodology as a facilitating tool for the introduction of competences for Industrial Risk Prevention by engineering students from the industrial branch (electrical, electronic, mechanical and ...
Aguayo-González, Francisco +5 more
core
ABSTRACT Higher education is currently facing a significant challenge in preparing future generations to deal with complex global challenges. To ensure sustainable development, UNESCO has set 17 Sustainable Development Goals (SDGs) on its 2030 agenda. The fourth of these goals, SDG4, aims to provide inclusive and equitable quality education and promote
Judit García‐Martín +1 more
wiley +1 more source
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
Juho Hamari, Jonna Koivisto, Harri Sarsa
semanticscholar +1 more source
ABSTRACT Despite the growth of eSports, the sector faces critical challenges related to its sustainability. This research analyzes these issues from an environmental, social, and governance (ESG) perspective. This paper consists of a systematic literature review on eSports and its implications for sustainability.
M. Ertz +5 more
wiley +1 more source

